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Merge pull request #860 from dgough/next

Updated luagen to put 'gameplay::' before ScriptUtil
Sean Paul Taylor 13 jaren geleden
bovenliggende
commit
52bc80a948
100 gewijzigde bestanden met toevoegingen van 3925 en 3810 verwijderingen
  1. 1 1
      gameplay-luagen/src/Base.h
  2. 1 1
      gameplay-luagen/src/ClassBinding.cpp
  3. 8 8
      gameplay-luagen/src/FunctionBinding.cpp
  4. 4 4
      gameplay-luagen/src/Generator.cpp
  5. 12 12
      gameplay/src/lua/lua_AIAgent.cpp
  6. 4 4
      gameplay/src/lua/lua_AIAgentListener.cpp
  7. 6 6
      gameplay/src/lua/lua_AIController.cpp
  8. 8 8
      gameplay/src/lua/lua_AIMessage.cpp
  9. 10 10
      gameplay/src/lua/lua_AIState.cpp
  10. 10 10
      gameplay/src/lua/lua_AIStateListener.cpp
  11. 13 13
      gameplay/src/lua/lua_AIStateMachine.cpp
  12. 3 3
      gameplay/src/lua/lua_AbsoluteLayout.cpp
  13. 14 14
      gameplay/src/lua/lua_Animation.cpp
  14. 84 11
      gameplay/src/lua/lua_AnimationClip.cpp
  15. 2 0
      gameplay/src/lua/lua_AnimationClip.h
  16. 4 4
      gameplay/src/lua/lua_AnimationClipListener.cpp
  17. 2 2
      gameplay/src/lua/lua_AnimationController.cpp
  18. 33 33
      gameplay/src/lua/lua_AnimationTarget.cpp
  19. 4 4
      gameplay/src/lua/lua_AnimationValue.cpp
  20. 3 3
      gameplay/src/lua/lua_AudioBuffer.cpp
  21. 3 3
      gameplay/src/lua/lua_AudioController.cpp
  22. 13 13
      gameplay/src/lua/lua_AudioListener.cpp
  23. 11 11
      gameplay/src/lua/lua_AudioSource.cpp
  24. 30 30
      gameplay/src/lua/lua_BoundingBox.cpp
  25. 22 22
      gameplay/src/lua/lua_BoundingSphere.cpp
  26. 15 15
      gameplay/src/lua/lua_Bundle.cpp
  27. 96 96
      gameplay/src/lua/lua_Button.cpp
  28. 27 27
      gameplay/src/lua/lua_Camera.cpp
  29. 98 98
      gameplay/src/lua/lua_CheckBox.cpp
  30. 107 107
      gameplay/src/lua/lua_Container.cpp
  31. 92 92
      gameplay/src/lua/lua_Control.cpp
  32. 4 4
      gameplay/src/lua/lua_ControlListener.cpp
  33. 63 23
      gameplay/src/lua/lua_Curve.cpp
  34. 7 7
      gameplay/src/lua/lua_DepthStencilTarget.cpp
  35. 59 59
      gameplay/src/lua/lua_Effect.cpp
  36. 14 14
      gameplay/src/lua/lua_FileSystem.cpp
  37. 3 3
      gameplay/src/lua/lua_FlowLayout.cpp
  38. 128 128
      gameplay/src/lua/lua_Font.cpp
  39. 5 5
      gameplay/src/lua/lua_FontText.cpp
  40. 113 113
      gameplay/src/lua/lua_Form.cpp
  41. 17 17
      gameplay/src/lua/lua_FrameBuffer.cpp
  42. 23 23
      gameplay/src/lua/lua_Frustum.cpp
  43. 29 29
      gameplay/src/lua/lua_Game.cpp
  44. 4 4
      gameplay/src/lua/lua_Gamepad.cpp
  45. 3 3
      gameplay/src/lua/lua_Gesture.cpp
  46. 470 470
      gameplay/src/lua/lua_Global.cpp
  47. 632 632
      gameplay/src/lua/lua_HeightField.cpp
  48. 5 5
      gameplay/src/lua/lua_Image.cpp
  49. 122 122
      gameplay/src/lua/lua_Joint.cpp
  50. 101 101
      gameplay/src/lua/lua_Joystick.cpp
  51. 3 3
      gameplay/src/lua/lua_Keyboard.cpp
  52. 96 96
      gameplay/src/lua/lua_Label.cpp
  53. 3 3
      gameplay/src/lua/lua_Layout.cpp
  54. 15 15
      gameplay/src/lua/lua_Light.cpp
  55. 5 5
      gameplay/src/lua/lua_Logger.cpp
  56. 28 28
      gameplay/src/lua/lua_Material.cpp
  57. 58 58
      gameplay/src/lua/lua_MaterialParameter.cpp
  58. 5 5
      gameplay/src/lua/lua_MathUtil.cpp
  59. 105 105
      gameplay/src/lua/lua_Matrix.cpp
  60. 36 36
      gameplay/src/lua/lua_Mesh.cpp
  61. 33 33
      gameplay/src/lua/lua_MeshBatch.cpp
  62. 4 4
      gameplay/src/lua/lua_MeshPart.cpp
  63. 13 13
      gameplay/src/lua/lua_MeshSkin.cpp
  64. 29 29
      gameplay/src/lua/lua_Model.cpp
  65. 3 3
      gameplay/src/lua/lua_Mouse.cpp
  66. 121 121
      gameplay/src/lua/lua_Node.cpp
  67. 12 12
      gameplay/src/lua/lua_NodeCloneContext.cpp
  68. 43 43
      gameplay/src/lua/lua_ParticleEmitter.cpp
  69. 13 13
      gameplay/src/lua/lua_Pass.cpp
  70. 31 31
      gameplay/src/lua/lua_PhysicsCharacter.cpp
  71. 24 24
      gameplay/src/lua/lua_PhysicsCollisionObject.cpp
  72. 9 9
      gameplay/src/lua/lua_PhysicsCollisionObjectCollisionListener.cpp
  73. 10 10
      gameplay/src/lua/lua_PhysicsCollisionObjectCollisionPair.cpp
  74. 32 32
      gameplay/src/lua/lua_PhysicsCollisionShape.cpp
  75. 6 6
      gameplay/src/lua/lua_PhysicsCollisionShapeDefinition.cpp
  76. 12 12
      gameplay/src/lua/lua_PhysicsConstraint.cpp
  77. 107 107
      gameplay/src/lua/lua_PhysicsController.cpp
  78. 6 6
      gameplay/src/lua/lua_PhysicsControllerHitFilter.cpp
  79. 10 10
      gameplay/src/lua/lua_PhysicsControllerHitResult.cpp
  80. 2 2
      gameplay/src/lua/lua_PhysicsControllerListener.cpp
  81. 20 20
      gameplay/src/lua/lua_PhysicsFixedConstraint.cpp
  82. 24 24
      gameplay/src/lua/lua_PhysicsGenericConstraint.cpp
  83. 24 24
      gameplay/src/lua/lua_PhysicsGhostObject.cpp
  84. 12 12
      gameplay/src/lua/lua_PhysicsHingeConstraint.cpp
  85. 44 44
      gameplay/src/lua/lua_PhysicsRigidBody.cpp
  86. 30 30
      gameplay/src/lua/lua_PhysicsRigidBodyParameters.cpp
  87. 12 12
      gameplay/src/lua/lua_PhysicsSocketConstraint.cpp
  88. 24 24
      gameplay/src/lua/lua_PhysicsSpringConstraint.cpp
  89. 26 26
      gameplay/src/lua/lua_PhysicsVehicle.cpp
  90. 31 31
      gameplay/src/lua/lua_PhysicsVehicleWheel.cpp
  91. 25 25
      gameplay/src/lua/lua_Plane.cpp
  92. 3 3
      gameplay/src/lua/lua_Platform.cpp
  93. 34 34
      gameplay/src/lua/lua_Properties.cpp
  94. 42 42
      gameplay/src/lua/lua_Quaternion.cpp
  95. 99 99
      gameplay/src/lua/lua_RadioButton.cpp
  96. 22 22
      gameplay/src/lua/lua_Ray.cpp
  97. 15 15
      gameplay/src/lua/lua_Rectangle.cpp
  98. 2 2
      gameplay/src/lua/lua_Ref.cpp
  99. 10 10
      gameplay/src/lua/lua_RenderState.cpp
  100. 10 10
      gameplay/src/lua/lua_RenderStateStateBlock.cpp

+ 1 - 1
gameplay-luagen/src/Base.h

@@ -13,7 +13,7 @@ using namespace std;
 
 
 #define LUA_GLOBAL_FILENAME "lua_Global"
 #define LUA_GLOBAL_FILENAME "lua_Global"
 #define LUA_ALL_BINDINGS_FILENAME "lua_all_bindings"
 #define LUA_ALL_BINDINGS_FILENAME "lua_all_bindings"
-#define LUA_OBJECT "ScriptUtil::LuaObject"
+#define LUA_OBJECT "gameplay::ScriptUtil::LuaObject"
 #define SCOPE_REPLACEMENT ""
 #define SCOPE_REPLACEMENT ""
 #define SCOPE_REPLACEMENT_SIZE strlen(SCOPE_REPLACEMENT)
 #define SCOPE_REPLACEMENT_SIZE strlen(SCOPE_REPLACEMENT)
 #define REF_CLASS_NAME "Ref"
 #define REF_CLASS_NAME "Ref"

+ 1 - 1
gameplay-luagen/src/ClassBinding.cpp

@@ -270,7 +270,7 @@ void ClassBinding::write(string dir, const set<string>& includes, string* bindin
         }
         }
 
 
         // Register the class (its member and static functions and constructor and destructor).
         // Register the class (its member and static functions and constructor and destructor).
-        o << "\n    ScriptUtil::registerClass(\"" << uniquename << "\", lua_members, ";
+        o << "\n    gameplay::ScriptUtil::registerClass(\"" << uniquename << "\", lua_members, ";
         o << ((constructorUniqueName) ? *constructorUniqueName : "NULL") << ", ";
         o << ((constructorUniqueName) ? *constructorUniqueName : "NULL") << ", ";
         o << ((destructorUniqueName) ? *destructorUniqueName : "NULL") << ", ";
         o << ((destructorUniqueName) ? *destructorUniqueName : "NULL") << ", ";
         o << "lua_statics, scopePath);\n";
         o << "lua_statics, scopePath);\n";

+ 8 - 8
gameplay-luagen/src/FunctionBinding.cpp

@@ -707,10 +707,10 @@ void writeObjectTemplateType(ostream& o, const FunctionBinding::Param& p)
 
 
 void writePointerParameter(ostream& o, const char* primitiveType, const FunctionBinding::Param& p, int paramNum, int luaParamIndex, int indentLevel)
 void writePointerParameter(ostream& o, const char* primitiveType, const FunctionBinding::Param& p, int paramNum, int luaParamIndex, int indentLevel)
 {
 {
-    o << "ScriptUtil::LuaArray<";
+    o << "gameplay::ScriptUtil::LuaArray<";
     writeObjectTemplateType(o, p);
     writeObjectTemplateType(o, p);
-    //o << "> param" << paramNum << "Pointer = ScriptUtil::get" << primitiveType << "Pointer(" << luaParamIndex << ");\n";
-    o << "> param" << paramNum << " = ScriptUtil::get" << primitiveType << "Pointer(" << luaParamIndex << ");\n";
+    //o << "> param" << paramNum << "Pointer = gameplay::ScriptUtil::get" << primitiveType << "Pointer(" << luaParamIndex << ");\n";
+    o << "> param" << paramNum << " = gameplay::ScriptUtil::get" << primitiveType << "Pointer(" << luaParamIndex << ");\n";
     //indent(o, indentLevel);
     //indent(o, indentLevel);
     //o << p << " param" << paramNum << " = (" << p << ")param" << paramNum << "Pointer;\n";
     //o << p << " param" << paramNum << " = (" << p << ")param" << paramNum << "Pointer;\n";
 }
 }
@@ -729,7 +729,7 @@ static inline void outputGetParam(ostream& o, const FunctionBinding::Param& p, i
         if (p.kind == FunctionBinding::Param::KIND_POINTER)
         if (p.kind == FunctionBinding::Param::KIND_POINTER)
             writePointerParameter(o, "Bool", p, i+1, paramIndex, indentLevel);
             writePointerParameter(o, "Bool", p, i+1, paramIndex, indentLevel);
         else
         else
-            o << p << " param" << i+1 << " = ScriptUtil::luaCheckBool(state, " << paramIndex << ");\n";
+            o << p << " param" << i+1 << " = gameplay::ScriptUtil::luaCheckBool(state, " << paramIndex << ");\n";
         break;
         break;
     case FunctionBinding::Param::TYPE_CHAR:
     case FunctionBinding::Param::TYPE_CHAR:
         indent(o, indentLevel);
         indent(o, indentLevel);
@@ -800,7 +800,7 @@ static inline void outputGetParam(ostream& o, const FunctionBinding::Param& p, i
         break;
         break;
     case FunctionBinding::Param::TYPE_STRING:
     case FunctionBinding::Param::TYPE_STRING:
         indent(o, indentLevel);
         indent(o, indentLevel);
-        o << p << " param" << i+1 << " = ScriptUtil::getString(" << paramIndex << ", " << ((p.info == "string") ? "true" : "false") << ");\n";
+        o << p << " param" << i+1 << " = gameplay::ScriptUtil::getString(" << paramIndex << ", " << ((p.info == "string") ? "true" : "false") << ");\n";
         break;
         break;
     case FunctionBinding::Param::TYPE_ENUM:
     case FunctionBinding::Param::TYPE_ENUM:
         indent(o, indentLevel);
         indent(o, indentLevel);
@@ -818,10 +818,10 @@ static inline void outputGetParam(ostream& o, const FunctionBinding::Param& p, i
             indent(o, indentLevel);
             indent(o, indentLevel);
             o << "bool param" << i + 1 << "Valid;\n";
             o << "bool param" << i + 1 << "Valid;\n";
             indent(o, indentLevel);
             indent(o, indentLevel);
-            o << "ScriptUtil::LuaArray<";
+            o << "gameplay::ScriptUtil::LuaArray<";
             writeObjectTemplateType(o, p);
             writeObjectTemplateType(o, p);
-            //o << "> param" << i+1 << "Pointer = ScriptUtil::getObjectPointer<";
-            o << "> param" << i+1 << " = ScriptUtil::getObjectPointer<";
+            //o << "> param" << i+1 << "Pointer = gameplay::ScriptUtil::getObjectPointer<";
+            o << "> param" << i+1 << " = gameplay::ScriptUtil::getObjectPointer<";
             writeObjectTemplateType(o, p);
             writeObjectTemplateType(o, p);
             o << ">(" << paramIndex;
             o << ">(" << paramIndex;
             o << ", \"" << Generator::getInstance()->getUniqueNameFromRef(p.info) << "\", ";
             o << ", \"" << Generator::getInstance()->getUniqueNameFromRef(p.info) << "\", ";

+ 4 - 4
gameplay-luagen/src/Generator.cpp

@@ -1671,7 +1671,7 @@ void Generator::generateBindings(string* bindingNS)
                 for (map<string, vector<FunctionBinding> >::iterator iter = _functions.begin(); iter != _functions.end(); iter++)
                 for (map<string, vector<FunctionBinding> >::iterator iter = _functions.begin(); iter != _functions.end(); iter++)
                 {
                 {
                     if (generatingGameplay || (!generatingGameplay &&  _namespaces["gameplay"].find(iter->second[0].name) == _namespaces["gameplay"].end()))
                     if (generatingGameplay || (!generatingGameplay &&  _namespaces["gameplay"].find(iter->second[0].name) == _namespaces["gameplay"].end()))
-                        global << "    ScriptUtil::registerFunction(\"" << iter->second[0].name << "\", " << iter->second[0].getFunctionName() << ");\n";
+                        global << "    gameplay::ScriptUtil::registerFunction(\"" << iter->second[0].name << "\", " << iter->second[0].getFunctionName() << ");\n";
                 }
                 }
             }
             }
 
 
@@ -1685,7 +1685,7 @@ void Generator::generateBindings(string* bindingNS)
                     for (set<string>::iterator iter = derived.begin(); iter != derived.end(); iter++)
                     for (set<string>::iterator iter = derived.begin(); iter != derived.end(); iter++)
                     {
                     {
                         if (generatingGameplay || (!generatingGameplay &&  _namespaces["gameplay"].find(*iter) == _namespaces["gameplay"].end()))
                         if (generatingGameplay || (!generatingGameplay &&  _namespaces["gameplay"].find(*iter) == _namespaces["gameplay"].end()))
-                            global << "    ScriptUtil::setGlobalHierarchyPair(\"" << baseClasses[i] << "\", \"" << *iter << "\");\n";
+                            global << "    gameplay::ScriptUtil::setGlobalHierarchyPair(\"" << baseClasses[i] << "\", \"" << *iter << "\");\n";
                     }
                     }
                 }
                 }
             }
             }
@@ -1693,7 +1693,7 @@ void Generator::generateBindings(string* bindingNS)
             // Register all enums.
             // Register all enums.
             if (generateEnumBindings)
             if (generateEnumBindings)
             {
             {
-                global << "    ScriptUtil::addStringFromEnumConversionFunction(&";
+                global << "    gameplay::ScriptUtil::addStringFromEnumConversionFunction(&";
                 if (bindingNS)
                 if (bindingNS)
                     global << *bindingNS << "::";
                     global << *bindingNS << "::";
                 global << "lua_stringFromEnumGlobal);\n";
                 global << "lua_stringFromEnumGlobal);\n";
@@ -1714,7 +1714,7 @@ void Generator::generateBindings(string* bindingNS)
                         vector<string>::iterator enumIter = iter->second.values.begin();
                         vector<string>::iterator enumIter = iter->second.values.begin();
                         for (; enumIter != iter->second.values.end(); enumIter++)
                         for (; enumIter != iter->second.values.end(); enumIter++)
                         {
                         {
-                            global << "        ScriptUtil::registerConstantString(\"" << *enumIter << "\", \"" << *enumIter << "\", scopePath);\n";
+                            global << "        gameplay::ScriptUtil::registerConstantString(\"" << *enumIter << "\", \"" << *enumIter << "\", scopePath);\n";
                         }
                         }
 
 
                         global << "    }\n";
                         global << "    }\n";

+ 12 - 12
gameplay/src/lua/lua_AIAgent.cpp

@@ -36,14 +36,14 @@ void luaRegister_AIAgent()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AIAgent", lua_members, NULL, lua_AIAgent__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AIAgent", lua_members, NULL, lua_AIAgent__gc, lua_statics, scopePath);
 }
 }
 
 
 static AIAgent* getInstance(lua_State* state)
 static AIAgent* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AIAgent");
     void* userdata = luaL_checkudata(state, 1, "AIAgent");
     luaL_argcheck(state, userdata != NULL, 1, "'AIAgent' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AIAgent' expected.");
-    return (AIAgent*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AIAgent*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AIAgent__gc(lua_State* state)
 int lua_AIAgent__gc(lua_State* state)
@@ -60,7 +60,7 @@ int lua_AIAgent__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AIAgent");
                 void* userdata = luaL_checkudata(state, 1, "AIAgent");
                 luaL_argcheck(state, userdata != NULL, 1, "'AIAgent' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AIAgent' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AIAgent* instance = (AIAgent*)object->instance;
                     AIAgent* instance = (AIAgent*)object->instance;
@@ -131,10 +131,10 @@ int lua_AIAgent_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 AIAgent* instance = getInstance(state);
                 AIAgent* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -207,7 +207,7 @@ int lua_AIAgent_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -286,7 +286,7 @@ int lua_AIAgent_getStateMachine(lua_State* state)
                 void* returnPtr = (void*)instance->getStateMachine();
                 void* returnPtr = (void*)instance->getStateMachine();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AIStateMachine");
                     luaL_getmetatable(state, "AIStateMachine");
@@ -396,10 +396,10 @@ int lua_AIAgent_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 AIAgent* instance = getInstance(state);
                 AIAgent* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -435,7 +435,7 @@ int lua_AIAgent_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 AIAgent* instance = getInstance(state);
                 AIAgent* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -472,7 +472,7 @@ int lua_AIAgent_setListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIAgent::Listener> param1 = ScriptUtil::getObjectPointer<AIAgent::Listener>(2, "AIAgentListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIAgent::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<AIAgent::Listener>(2, "AIAgentListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent::Listener'.");
@@ -512,7 +512,7 @@ int lua_AIAgent_static_create(lua_State* state)
             void* returnPtr = (void*)AIAgent::create();
             void* returnPtr = (void*)AIAgent::create();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "AIAgent");
                 luaL_getmetatable(state, "AIAgent");

+ 4 - 4
gameplay/src/lua/lua_AIAgentListener.cpp

@@ -23,14 +23,14 @@ void luaRegister_AIAgentListener()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("AIAgent");
     scopePath.push_back("AIAgent");
 
 
-    ScriptUtil::registerClass("AIAgentListener", lua_members, NULL, lua_AIAgentListener__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AIAgentListener", lua_members, NULL, lua_AIAgentListener__gc, lua_statics, scopePath);
 }
 }
 
 
 static AIAgent::Listener* getInstance(lua_State* state)
 static AIAgent::Listener* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AIAgentListener");
     void* userdata = luaL_checkudata(state, 1, "AIAgentListener");
     luaL_argcheck(state, userdata != NULL, 1, "'AIAgentListener' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AIAgentListener' expected.");
-    return (AIAgent::Listener*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AIAgent::Listener*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AIAgentListener__gc(lua_State* state)
 int lua_AIAgentListener__gc(lua_State* state)
@@ -47,7 +47,7 @@ int lua_AIAgentListener__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AIAgentListener");
                 void* userdata = luaL_checkudata(state, 1, "AIAgentListener");
                 luaL_argcheck(state, userdata != NULL, 1, "'AIAgentListener' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AIAgentListener' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AIAgent::Listener* instance = (AIAgent::Listener*)object->instance;
                     AIAgent::Listener* instance = (AIAgent::Listener*)object->instance;
@@ -86,7 +86,7 @@ int lua_AIAgentListener_messageReceived(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIMessage> param1 = ScriptUtil::getObjectPointer<AIMessage>(2, "AIMessage", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIMessage> param1 = gameplay::ScriptUtil::getObjectPointer<AIMessage>(2, "AIMessage", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");

+ 6 - 6
gameplay/src/lua/lua_AIController.cpp

@@ -19,14 +19,14 @@ void luaRegister_AIController()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AIController", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AIController", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static AIController* getInstance(lua_State* state)
 static AIController* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AIController");
     void* userdata = luaL_checkudata(state, 1, "AIController");
     luaL_argcheck(state, userdata != NULL, 1, "'AIController' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AIController' expected.");
-    return (AIController*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AIController*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AIController_findAgent(lua_State* state)
 int lua_AIController_findAgent(lua_State* state)
@@ -43,13 +43,13 @@ int lua_AIController_findAgent(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 AIController* instance = getInstance(state);
                 AIController* instance = getInstance(state);
                 void* returnPtr = (void*)instance->findAgent(param1);
                 void* returnPtr = (void*)instance->findAgent(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AIAgent");
                     luaL_getmetatable(state, "AIAgent");
@@ -92,7 +92,7 @@ int lua_AIController_sendMessage(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIMessage> param1 = ScriptUtil::getObjectPointer<AIMessage>(2, "AIMessage", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIMessage> param1 = gameplay::ScriptUtil::getObjectPointer<AIMessage>(2, "AIMessage", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");
@@ -117,7 +117,7 @@ int lua_AIController_sendMessage(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIMessage> param1 = ScriptUtil::getObjectPointer<AIMessage>(2, "AIMessage", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIMessage> param1 = gameplay::ScriptUtil::getObjectPointer<AIMessage>(2, "AIMessage", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");

+ 8 - 8
gameplay/src/lua/lua_AIMessage.cpp

@@ -39,14 +39,14 @@ void luaRegister_AIMessage()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AIMessage", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AIMessage", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static AIMessage* getInstance(lua_State* state)
 static AIMessage* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AIMessage");
     void* userdata = luaL_checkudata(state, 1, "AIMessage");
     luaL_argcheck(state, userdata != NULL, 1, "'AIMessage' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AIMessage' expected.");
-    return (AIMessage*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AIMessage*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AIMessage_getBoolean(lua_State* state)
 int lua_AIMessage_getBoolean(lua_State* state)
@@ -480,7 +480,7 @@ int lua_AIMessage_setBoolean(lua_State* state)
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                bool param2 = ScriptUtil::luaCheckBool(state, 3);
+                bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                 AIMessage* instance = getInstance(state);
                 AIMessage* instance = getInstance(state);
                 instance->setBoolean(param1, param2);
                 instance->setBoolean(param1, param2);
@@ -680,7 +680,7 @@ int lua_AIMessage_setString(lua_State* state)
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(3, false);
+                const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                 AIMessage* instance = getInstance(state);
                 AIMessage* instance = getInstance(state);
                 instance->setString(param1, param2);
                 instance->setString(param1, param2);
@@ -721,10 +721,10 @@ int lua_AIMessage_static_create(lua_State* state)
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 1);
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 1);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(2, false);
+                const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                const char* param3 = ScriptUtil::getString(3, false);
+                const char* param3 = gameplay::ScriptUtil::getString(3, false);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 4);
                 unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 4);
@@ -732,7 +732,7 @@ int lua_AIMessage_static_create(lua_State* state)
                 void* returnPtr = (void*)AIMessage::create(param1, param2, param3, param4);
                 void* returnPtr = (void*)AIMessage::create(param1, param2, param3, param4);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AIMessage");
                     luaL_getmetatable(state, "AIMessage");
@@ -774,7 +774,7 @@ int lua_AIMessage_static_destroy(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIMessage> param1 = ScriptUtil::getObjectPointer<AIMessage>(1, "AIMessage", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIMessage> param1 = gameplay::ScriptUtil::getObjectPointer<AIMessage>(1, "AIMessage", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");

+ 10 - 10
gameplay/src/lua/lua_AIState.cpp

@@ -32,14 +32,14 @@ void luaRegister_AIState()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AIState", lua_members, NULL, lua_AIState__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AIState", lua_members, NULL, lua_AIState__gc, lua_statics, scopePath);
 }
 }
 
 
 static AIState* getInstance(lua_State* state)
 static AIState* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AIState");
     void* userdata = luaL_checkudata(state, 1, "AIState");
     luaL_argcheck(state, userdata != NULL, 1, "'AIState' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AIState' expected.");
-    return (AIState*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AIState*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AIState__gc(lua_State* state)
 int lua_AIState__gc(lua_State* state)
@@ -56,7 +56,7 @@ int lua_AIState__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AIState");
                 void* userdata = luaL_checkudata(state, 1, "AIState");
                 luaL_argcheck(state, userdata != NULL, 1, "'AIState' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AIState' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AIState* instance = (AIState*)object->instance;
                     AIState* instance = (AIState*)object->instance;
@@ -127,10 +127,10 @@ int lua_AIState_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 AIState* instance = getInstance(state);
                 AIState* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -269,10 +269,10 @@ int lua_AIState_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 AIState* instance = getInstance(state);
                 AIState* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -309,7 +309,7 @@ int lua_AIState_setListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIState::Listener> param1 = ScriptUtil::getObjectPointer<AIState::Listener>(2, "AIStateListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIState::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<AIState::Listener>(2, "AIStateListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIState::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIState::Listener'.");
@@ -349,12 +349,12 @@ int lua_AIState_static_create(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)AIState::create(param1);
                 void* returnPtr = (void*)AIState::create(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "AIState");
                     luaL_getmetatable(state, "AIState");

+ 10 - 10
gameplay/src/lua/lua_AIStateListener.cpp

@@ -25,14 +25,14 @@ void luaRegister_AIStateListener()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("AIState");
     scopePath.push_back("AIState");
 
 
-    ScriptUtil::registerClass("AIStateListener", lua_members, lua_AIStateListener__init, lua_AIStateListener__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AIStateListener", lua_members, lua_AIStateListener__init, lua_AIStateListener__gc, lua_statics, scopePath);
 }
 }
 
 
 static AIState::Listener* getInstance(lua_State* state)
 static AIState::Listener* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AIStateListener");
     void* userdata = luaL_checkudata(state, 1, "AIStateListener");
     luaL_argcheck(state, userdata != NULL, 1, "'AIStateListener' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AIStateListener' expected.");
-    return (AIState::Listener*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AIState::Listener*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AIStateListener__gc(lua_State* state)
 int lua_AIStateListener__gc(lua_State* state)
@@ -49,7 +49,7 @@ int lua_AIStateListener__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AIStateListener");
                 void* userdata = luaL_checkudata(state, 1, "AIStateListener");
                 luaL_argcheck(state, userdata != NULL, 1, "'AIStateListener' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AIStateListener' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AIState::Listener* instance = (AIState::Listener*)object->instance;
                     AIState::Listener* instance = (AIState::Listener*)object->instance;
@@ -86,7 +86,7 @@ int lua_AIStateListener__init(lua_State* state)
             void* returnPtr = (void*)new AIState::Listener();
             void* returnPtr = (void*)new AIState::Listener();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "AIStateListener");
                 luaL_getmetatable(state, "AIStateListener");
@@ -126,7 +126,7 @@ int lua_AIStateListener_stateEnter(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIAgent> param1 = ScriptUtil::getObjectPointer<AIAgent>(2, "AIAgent", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIAgent> param1 = gameplay::ScriptUtil::getObjectPointer<AIAgent>(2, "AIAgent", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent'.");
@@ -135,7 +135,7 @@ int lua_AIStateListener_stateEnter(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AIState> param2 = ScriptUtil::getObjectPointer<AIState>(3, "AIState", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AIState> param2 = gameplay::ScriptUtil::getObjectPointer<AIState>(3, "AIState", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AIState'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AIState'.");
@@ -178,7 +178,7 @@ int lua_AIStateListener_stateExit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIAgent> param1 = ScriptUtil::getObjectPointer<AIAgent>(2, "AIAgent", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIAgent> param1 = gameplay::ScriptUtil::getObjectPointer<AIAgent>(2, "AIAgent", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent'.");
@@ -187,7 +187,7 @@ int lua_AIStateListener_stateExit(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AIState> param2 = ScriptUtil::getObjectPointer<AIState>(3, "AIState", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AIState> param2 = gameplay::ScriptUtil::getObjectPointer<AIState>(3, "AIState", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AIState'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AIState'.");
@@ -231,7 +231,7 @@ int lua_AIStateListener_stateUpdate(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIAgent> param1 = ScriptUtil::getObjectPointer<AIAgent>(2, "AIAgent", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIAgent> param1 = gameplay::ScriptUtil::getObjectPointer<AIAgent>(2, "AIAgent", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent'.");
@@ -240,7 +240,7 @@ int lua_AIStateListener_stateUpdate(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AIState> param2 = ScriptUtil::getObjectPointer<AIState>(3, "AIState", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AIState> param2 = gameplay::ScriptUtil::getObjectPointer<AIState>(3, "AIState", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AIState'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AIState'.");

+ 13 - 13
gameplay/src/lua/lua_AIStateMachine.cpp

@@ -25,14 +25,14 @@ void luaRegister_AIStateMachine()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AIStateMachine", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AIStateMachine", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static AIStateMachine* getInstance(lua_State* state)
 static AIStateMachine* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AIStateMachine");
     void* userdata = luaL_checkudata(state, 1, "AIStateMachine");
     luaL_argcheck(state, userdata != NULL, 1, "'AIStateMachine' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AIStateMachine' expected.");
-    return (AIStateMachine*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AIStateMachine*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AIStateMachine_addState(lua_State* state)
 int lua_AIStateMachine_addState(lua_State* state)
@@ -51,13 +51,13 @@ int lua_AIStateMachine_addState(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     AIStateMachine* instance = getInstance(state);
                     AIStateMachine* instance = getInstance(state);
                     void* returnPtr = (void*)instance->addState(param1);
                     void* returnPtr = (void*)instance->addState(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "AIState");
                         luaL_getmetatable(state, "AIState");
@@ -79,7 +79,7 @@ int lua_AIStateMachine_addState(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<AIState> param1 = ScriptUtil::getObjectPointer<AIState>(2, "AIState", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<AIState> param1 = gameplay::ScriptUtil::getObjectPointer<AIState>(2, "AIState", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -120,7 +120,7 @@ int lua_AIStateMachine_getActiveState(lua_State* state)
                 void* returnPtr = (void*)instance->getActiveState();
                 void* returnPtr = (void*)instance->getActiveState();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AIState");
                     luaL_getmetatable(state, "AIState");
@@ -164,7 +164,7 @@ int lua_AIStateMachine_getAgent(lua_State* state)
                 void* returnPtr = (void*)instance->getAgent();
                 void* returnPtr = (void*)instance->getAgent();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AIAgent");
                     luaL_getmetatable(state, "AIAgent");
@@ -206,13 +206,13 @@ int lua_AIStateMachine_getState(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 AIStateMachine* instance = getInstance(state);
                 AIStateMachine* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getState(param1);
                 void* returnPtr = (void*)instance->getState(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AIState");
                     luaL_getmetatable(state, "AIState");
@@ -255,7 +255,7 @@ int lua_AIStateMachine_removeState(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AIState> param1 = ScriptUtil::getObjectPointer<AIState>(2, "AIState", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AIState> param1 = gameplay::ScriptUtil::getObjectPointer<AIState>(2, "AIState", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIState'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AIState'.");
@@ -298,13 +298,13 @@ int lua_AIStateMachine_setState(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     AIStateMachine* instance = getInstance(state);
                     AIStateMachine* instance = getInstance(state);
                     void* returnPtr = (void*)instance->setState(param1);
                     void* returnPtr = (void*)instance->setState(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "AIState");
                         luaL_getmetatable(state, "AIState");
@@ -326,7 +326,7 @@ int lua_AIStateMachine_setState(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<AIState> param1 = ScriptUtil::getObjectPointer<AIState>(2, "AIState", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<AIState> param1 = gameplay::ScriptUtil::getObjectPointer<AIState>(2, "AIState", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 

+ 3 - 3
gameplay/src/lua/lua_AbsoluteLayout.cpp

@@ -26,14 +26,14 @@ void luaRegister_AbsoluteLayout()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AbsoluteLayout", lua_members, NULL, lua_AbsoluteLayout__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AbsoluteLayout", lua_members, NULL, lua_AbsoluteLayout__gc, lua_statics, scopePath);
 }
 }
 
 
 static AbsoluteLayout* getInstance(lua_State* state)
 static AbsoluteLayout* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AbsoluteLayout");
     void* userdata = luaL_checkudata(state, 1, "AbsoluteLayout");
     luaL_argcheck(state, userdata != NULL, 1, "'AbsoluteLayout' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AbsoluteLayout' expected.");
-    return (AbsoluteLayout*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AbsoluteLayout*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AbsoluteLayout__gc(lua_State* state)
 int lua_AbsoluteLayout__gc(lua_State* state)
@@ -50,7 +50,7 @@ int lua_AbsoluteLayout__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AbsoluteLayout");
                 void* userdata = luaL_checkudata(state, 1, "AbsoluteLayout");
                 luaL_argcheck(state, userdata != NULL, 1, "'AbsoluteLayout' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AbsoluteLayout' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AbsoluteLayout* instance = (AbsoluteLayout*)object->instance;
                     AbsoluteLayout* instance = (AbsoluteLayout*)object->instance;

+ 14 - 14
gameplay/src/lua/lua_Animation.cpp

@@ -36,14 +36,14 @@ void luaRegister_Animation()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Animation", lua_members, NULL, lua_Animation__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Animation", lua_members, NULL, lua_Animation__gc, lua_statics, scopePath);
 }
 }
 
 
 static Animation* getInstance(lua_State* state)
 static Animation* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Animation");
     void* userdata = luaL_checkudata(state, 1, "Animation");
     luaL_argcheck(state, userdata != NULL, 1, "'Animation' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Animation' expected.");
-    return (Animation*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Animation*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Animation__gc(lua_State* state)
 int lua_Animation__gc(lua_State* state)
@@ -60,7 +60,7 @@ int lua_Animation__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Animation");
                 void* userdata = luaL_checkudata(state, 1, "Animation");
                 luaL_argcheck(state, userdata != NULL, 1, "'Animation' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Animation' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Animation* instance = (Animation*)object->instance;
                     Animation* instance = (Animation*)object->instance;
@@ -132,7 +132,7 @@ int lua_Animation_createClip(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned long param2 = (unsigned long)luaL_checkunsigned(state, 3);
                 unsigned long param2 = (unsigned long)luaL_checkunsigned(state, 3);
@@ -144,7 +144,7 @@ int lua_Animation_createClip(lua_State* state)
                 void* returnPtr = (void*)instance->createClip(param1, param2, param3);
                 void* returnPtr = (void*)instance->createClip(param1, param2, param3);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "AnimationClip");
                     luaL_getmetatable(state, "AnimationClip");
@@ -186,7 +186,7 @@ int lua_Animation_createClips(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Animation* instance = getInstance(state);
                 Animation* instance = getInstance(state);
                 instance->createClips(param1);
                 instance->createClips(param1);
@@ -226,7 +226,7 @@ int lua_Animation_getClip(lua_State* state)
                     void* returnPtr = (void*)instance->getClip();
                     void* returnPtr = (void*)instance->getClip();
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "AnimationClip");
                         luaL_getmetatable(state, "AnimationClip");
@@ -253,13 +253,13 @@ int lua_Animation_getClip(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Animation* instance = getInstance(state);
                     Animation* instance = getInstance(state);
                     void* returnPtr = (void*)instance->getClip(param1);
                     void* returnPtr = (void*)instance->getClip(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "AnimationClip");
                         luaL_getmetatable(state, "AnimationClip");
@@ -286,7 +286,7 @@ int lua_Animation_getClip(lua_State* state)
                     void* returnPtr = (void*)instance->getClip(param1);
                     void* returnPtr = (void*)instance->getClip(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "AnimationClip");
                         luaL_getmetatable(state, "AnimationClip");
@@ -483,7 +483,7 @@ int lua_Animation_pause(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Animation* instance = getInstance(state);
                 Animation* instance = getInstance(state);
                 instance->pause(param1);
                 instance->pause(param1);
@@ -533,7 +533,7 @@ int lua_Animation_play(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Animation* instance = getInstance(state);
                 Animation* instance = getInstance(state);
                 instance->play(param1);
                 instance->play(param1);
@@ -615,7 +615,7 @@ int lua_Animation_stop(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Animation* instance = getInstance(state);
                 Animation* instance = getInstance(state);
                 instance->stop(param1);
                 instance->stop(param1);
@@ -652,7 +652,7 @@ int lua_Animation_targets(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AnimationTarget> param1 = ScriptUtil::getObjectPointer<AnimationTarget>(2, "AnimationTarget", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationTarget> param1 = gameplay::ScriptUtil::getObjectPointer<AnimationTarget>(2, "AnimationTarget", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AnimationTarget'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AnimationTarget'.");

+ 84 - 11
gameplay/src/lua/lua_AnimationClip.cpp

@@ -30,6 +30,7 @@ void luaRegister_AnimationClip()
         {"getElaspedTime", lua_AnimationClip_getElaspedTime},
         {"getElaspedTime", lua_AnimationClip_getElaspedTime},
         {"getEndTime", lua_AnimationClip_getEndTime},
         {"getEndTime", lua_AnimationClip_getEndTime},
         {"getId", lua_AnimationClip_getId},
         {"getId", lua_AnimationClip_getId},
+        {"getLoopBlendTime", lua_AnimationClip_getLoopBlendTime},
         {"getRefCount", lua_AnimationClip_getRefCount},
         {"getRefCount", lua_AnimationClip_getRefCount},
         {"getRepeatCount", lua_AnimationClip_getRepeatCount},
         {"getRepeatCount", lua_AnimationClip_getRepeatCount},
         {"getSpeed", lua_AnimationClip_getSpeed},
         {"getSpeed", lua_AnimationClip_getSpeed},
@@ -40,6 +41,7 @@ void luaRegister_AnimationClip()
         {"release", lua_AnimationClip_release},
         {"release", lua_AnimationClip_release},
         {"setActiveDuration", lua_AnimationClip_setActiveDuration},
         {"setActiveDuration", lua_AnimationClip_setActiveDuration},
         {"setBlendWeight", lua_AnimationClip_setBlendWeight},
         {"setBlendWeight", lua_AnimationClip_setBlendWeight},
+        {"setLoopBlendTime", lua_AnimationClip_setLoopBlendTime},
         {"setRepeatCount", lua_AnimationClip_setRepeatCount},
         {"setRepeatCount", lua_AnimationClip_setRepeatCount},
         {"setSpeed", lua_AnimationClip_setSpeed},
         {"setSpeed", lua_AnimationClip_setSpeed},
         {"stop", lua_AnimationClip_stop},
         {"stop", lua_AnimationClip_stop},
@@ -52,14 +54,14 @@ void luaRegister_AnimationClip()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AnimationClip", lua_members, NULL, lua_AnimationClip__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AnimationClip", lua_members, NULL, lua_AnimationClip__gc, lua_statics, scopePath);
 }
 }
 
 
 static AnimationClip* getInstance(lua_State* state)
 static AnimationClip* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AnimationClip");
     void* userdata = luaL_checkudata(state, 1, "AnimationClip");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationClip' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationClip' expected.");
-    return (AnimationClip*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AnimationClip*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AnimationClip__gc(lua_State* state)
 int lua_AnimationClip__gc(lua_State* state)
@@ -76,7 +78,7 @@ int lua_AnimationClip__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AnimationClip");
                 void* userdata = luaL_checkudata(state, 1, "AnimationClip");
                 luaL_argcheck(state, userdata != NULL, 1, "'AnimationClip' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AnimationClip' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AnimationClip* instance = (AnimationClip*)object->instance;
                     AnimationClip* instance = (AnimationClip*)object->instance;
@@ -117,7 +119,7 @@ int lua_AnimationClip_addBeginListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<AnimationClip::Listener> param1 = ScriptUtil::getObjectPointer<AnimationClip::Listener>(2, "AnimationClipListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<AnimationClip::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<AnimationClip::Listener>(2, "AnimationClipListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -134,7 +136,7 @@ int lua_AnimationClip_addBeginListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     AnimationClip* instance = getInstance(state);
                     AnimationClip* instance = getInstance(state);
                     instance->addBeginListener(param1);
                     instance->addBeginListener(param1);
@@ -174,7 +176,7 @@ int lua_AnimationClip_addEndListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<AnimationClip::Listener> param1 = ScriptUtil::getObjectPointer<AnimationClip::Listener>(2, "AnimationClipListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<AnimationClip::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<AnimationClip::Listener>(2, "AnimationClipListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -191,7 +193,7 @@ int lua_AnimationClip_addEndListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     AnimationClip* instance = getInstance(state);
                     AnimationClip* instance = getInstance(state);
                     instance->addEndListener(param1);
                     instance->addEndListener(param1);
@@ -232,7 +234,7 @@ int lua_AnimationClip_addListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<AnimationClip::Listener> param1 = ScriptUtil::getObjectPointer<AnimationClip::Listener>(2, "AnimationClipListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<AnimationClip::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<AnimationClip::Listener>(2, "AnimationClipListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -253,7 +255,7 @@ int lua_AnimationClip_addListener(lua_State* state)
                     lua_type(state, 3) == LUA_TNUMBER)
                     lua_type(state, 3) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     unsigned long param2 = (unsigned long)luaL_checkunsigned(state, 3);
                     unsigned long param2 = (unsigned long)luaL_checkunsigned(state, 3);
@@ -327,7 +329,7 @@ int lua_AnimationClip_crossFade(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AnimationClip> param1 = ScriptUtil::getObjectPointer<AnimationClip>(2, "AnimationClip", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationClip> param1 = gameplay::ScriptUtil::getObjectPointer<AnimationClip>(2, "AnimationClip", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AnimationClip'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AnimationClip'.");
@@ -408,7 +410,7 @@ int lua_AnimationClip_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -611,6 +613,41 @@ int lua_AnimationClip_getId(lua_State* state)
     return 0;
     return 0;
 }
 }
 
 
+int lua_AnimationClip_getLoopBlendTime(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))
+            {
+                AnimationClip* instance = getInstance(state);
+                float result = instance->getLoopBlendTime();
+
+                // Push the return value onto the stack.
+                lua_pushnumber(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_AnimationClip_getLoopBlendTime - 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_AnimationClip_getRefCount(lua_State* state)
 int lua_AnimationClip_getRefCount(lua_State* state)
 {
 {
     // Get the number of parameters.
     // Get the number of parameters.
@@ -954,6 +991,42 @@ int lua_AnimationClip_setBlendWeight(lua_State* state)
     return 0;
     return 0;
 }
 }
 
 
+int lua_AnimationClip_setLoopBlendTime(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);
+
+                AnimationClip* instance = getInstance(state);
+                instance->setLoopBlendTime(param1);
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_AnimationClip_setLoopBlendTime - 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_AnimationClip_setRepeatCount(lua_State* state)
 int lua_AnimationClip_setRepeatCount(lua_State* state)
 {
 {
     // Get the number of parameters.
     // Get the number of parameters.

+ 2 - 0
gameplay/src/lua/lua_AnimationClip.h

@@ -18,6 +18,7 @@ int lua_AnimationClip_getDuration(lua_State* state);
 int lua_AnimationClip_getElaspedTime(lua_State* state);
 int lua_AnimationClip_getElaspedTime(lua_State* state);
 int lua_AnimationClip_getEndTime(lua_State* state);
 int lua_AnimationClip_getEndTime(lua_State* state);
 int lua_AnimationClip_getId(lua_State* state);
 int lua_AnimationClip_getId(lua_State* state);
+int lua_AnimationClip_getLoopBlendTime(lua_State* state);
 int lua_AnimationClip_getRefCount(lua_State* state);
 int lua_AnimationClip_getRefCount(lua_State* state);
 int lua_AnimationClip_getRepeatCount(lua_State* state);
 int lua_AnimationClip_getRepeatCount(lua_State* state);
 int lua_AnimationClip_getSpeed(lua_State* state);
 int lua_AnimationClip_getSpeed(lua_State* state);
@@ -28,6 +29,7 @@ int lua_AnimationClip_play(lua_State* state);
 int lua_AnimationClip_release(lua_State* state);
 int lua_AnimationClip_release(lua_State* state);
 int lua_AnimationClip_setActiveDuration(lua_State* state);
 int lua_AnimationClip_setActiveDuration(lua_State* state);
 int lua_AnimationClip_setBlendWeight(lua_State* state);
 int lua_AnimationClip_setBlendWeight(lua_State* state);
+int lua_AnimationClip_setLoopBlendTime(lua_State* state);
 int lua_AnimationClip_setRepeatCount(lua_State* state);
 int lua_AnimationClip_setRepeatCount(lua_State* state);
 int lua_AnimationClip_setSpeed(lua_State* state);
 int lua_AnimationClip_setSpeed(lua_State* state);
 int lua_AnimationClip_static_REPEAT_INDEFINITE(lua_State* state);
 int lua_AnimationClip_static_REPEAT_INDEFINITE(lua_State* state);

+ 4 - 4
gameplay/src/lua/lua_AnimationClipListener.cpp

@@ -25,14 +25,14 @@ void luaRegister_AnimationClipListener()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("AnimationClip");
     scopePath.push_back("AnimationClip");
 
 
-    ScriptUtil::registerClass("AnimationClipListener", lua_members, NULL, lua_AnimationClipListener__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AnimationClipListener", lua_members, NULL, lua_AnimationClipListener__gc, lua_statics, scopePath);
 }
 }
 
 
 static AnimationClip::Listener* getInstance(lua_State* state)
 static AnimationClip::Listener* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AnimationClipListener");
     void* userdata = luaL_checkudata(state, 1, "AnimationClipListener");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationClipListener' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationClipListener' expected.");
-    return (AnimationClip::Listener*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AnimationClip::Listener*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AnimationClipListener__gc(lua_State* state)
 int lua_AnimationClipListener__gc(lua_State* state)
@@ -49,7 +49,7 @@ int lua_AnimationClipListener__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AnimationClipListener");
                 void* userdata = luaL_checkudata(state, 1, "AnimationClipListener");
                 luaL_argcheck(state, userdata != NULL, 1, "'AnimationClipListener' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AnimationClipListener' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AnimationClip::Listener* instance = (AnimationClip::Listener*)object->instance;
                     AnimationClip::Listener* instance = (AnimationClip::Listener*)object->instance;
@@ -89,7 +89,7 @@ int lua_AnimationClipListener_animationEvent(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<AnimationClip> param1 = ScriptUtil::getObjectPointer<AnimationClip>(2, "AnimationClip", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationClip> param1 = gameplay::ScriptUtil::getObjectPointer<AnimationClip>(2, "AnimationClip", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AnimationClip'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'AnimationClip'.");

+ 2 - 2
gameplay/src/lua/lua_AnimationController.cpp

@@ -19,14 +19,14 @@ void luaRegister_AnimationController()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AnimationController", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AnimationController", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static AnimationController* getInstance(lua_State* state)
 static AnimationController* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AnimationController");
     void* userdata = luaL_checkudata(state, 1, "AnimationController");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationController' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationController' expected.");
-    return (AnimationController*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AnimationController*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AnimationController_stopAllAnimations(lua_State* state)
 int lua_AnimationController_stopAllAnimations(lua_State* state)

+ 33 - 33
gameplay/src/lua/lua_AnimationTarget.cpp

@@ -28,14 +28,14 @@ void luaRegister_AnimationTarget()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AnimationTarget", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AnimationTarget", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static AnimationTarget* getInstance(lua_State* state)
 static AnimationTarget* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AnimationTarget");
     void* userdata = luaL_checkudata(state, 1, "AnimationTarget");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationTarget' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationTarget' expected.");
-    return (AnimationTarget*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AnimationTarget*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AnimationTarget_createAnimation(lua_State* state)
 int lua_AnimationTarget_createAnimation(lua_State* state)
@@ -55,16 +55,16 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     AnimationTarget* instance = getInstance(state);
                     AnimationTarget* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -86,11 +86,11 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -98,7 +98,7 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -130,7 +130,7 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -139,10 +139,10 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -151,7 +151,7 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -185,7 +185,7 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -194,16 +194,16 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -212,7 +212,7 @@ int lua_AnimationTarget_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -260,16 +260,16 @@ int lua_AnimationTarget_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -281,7 +281,7 @@ int lua_AnimationTarget_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -328,16 +328,16 @@ int lua_AnimationTarget_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -349,7 +349,7 @@ int lua_AnimationTarget_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -405,7 +405,7 @@ int lua_AnimationTarget_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 AnimationTarget* instance = getInstance(state);
                 AnimationTarget* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -443,7 +443,7 @@ int lua_AnimationTarget_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -467,13 +467,13 @@ int lua_AnimationTarget_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 AnimationTarget* instance = getInstance(state);
                 AnimationTarget* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -559,7 +559,7 @@ int lua_AnimationTarget_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -605,7 +605,7 @@ int lua_AnimationTarget_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -634,7 +634,7 @@ int lua_AnimationTarget_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");

+ 4 - 4
gameplay/src/lua/lua_AnimationValue.cpp

@@ -20,14 +20,14 @@ void luaRegister_AnimationValue()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AnimationValue", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AnimationValue", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static AnimationValue* getInstance(lua_State* state)
 static AnimationValue* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AnimationValue");
     void* userdata = luaL_checkudata(state, 1, "AnimationValue");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationValue' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AnimationValue' expected.");
-    return (AnimationValue*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AnimationValue*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AnimationValue_getFloat(lua_State* state)
 int lua_AnimationValue_getFloat(lua_State* state)
@@ -88,7 +88,7 @@ int lua_AnimationValue_getFloats(lua_State* state)
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                ScriptUtil::LuaArray<float> param2 = ScriptUtil::getFloatPointer(3);
+                gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                 unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
@@ -172,7 +172,7 @@ int lua_AnimationValue_setFloats(lua_State* state)
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                ScriptUtil::LuaArray<float> param2 = ScriptUtil::getFloatPointer(3);
+                gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                 unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);

+ 3 - 3
gameplay/src/lua/lua_AudioBuffer.cpp

@@ -22,14 +22,14 @@ void luaRegister_AudioBuffer()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AudioBuffer", lua_members, NULL, lua_AudioBuffer__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AudioBuffer", lua_members, NULL, lua_AudioBuffer__gc, lua_statics, scopePath);
 }
 }
 
 
 static AudioBuffer* getInstance(lua_State* state)
 static AudioBuffer* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AudioBuffer");
     void* userdata = luaL_checkudata(state, 1, "AudioBuffer");
     luaL_argcheck(state, userdata != NULL, 1, "'AudioBuffer' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AudioBuffer' expected.");
-    return (AudioBuffer*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AudioBuffer*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AudioBuffer__gc(lua_State* state)
 int lua_AudioBuffer__gc(lua_State* state)
@@ -46,7 +46,7 @@ int lua_AudioBuffer__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AudioBuffer");
                 void* userdata = luaL_checkudata(state, 1, "AudioBuffer");
                 luaL_argcheck(state, userdata != NULL, 1, "'AudioBuffer' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AudioBuffer' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AudioBuffer* instance = (AudioBuffer*)object->instance;
                     AudioBuffer* instance = (AudioBuffer*)object->instance;

+ 3 - 3
gameplay/src/lua/lua_AudioController.cpp

@@ -19,14 +19,14 @@ void luaRegister_AudioController()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AudioController", lua_members, NULL, lua_AudioController__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AudioController", lua_members, NULL, lua_AudioController__gc, lua_statics, scopePath);
 }
 }
 
 
 static AudioController* getInstance(lua_State* state)
 static AudioController* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AudioController");
     void* userdata = luaL_checkudata(state, 1, "AudioController");
     luaL_argcheck(state, userdata != NULL, 1, "'AudioController' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AudioController' expected.");
-    return (AudioController*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AudioController*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AudioController__gc(lua_State* state)
 int lua_AudioController__gc(lua_State* state)
@@ -43,7 +43,7 @@ int lua_AudioController__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AudioController");
                 void* userdata = luaL_checkudata(state, 1, "AudioController");
                 luaL_argcheck(state, userdata != NULL, 1, "'AudioController' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AudioController' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AudioController* instance = (AudioController*)object->instance;
                     AudioController* instance = (AudioController*)object->instance;

+ 13 - 13
gameplay/src/lua/lua_AudioListener.cpp

@@ -39,14 +39,14 @@ void luaRegister_AudioListener()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AudioListener", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AudioListener", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static AudioListener* getInstance(lua_State* state)
 static AudioListener* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AudioListener");
     void* userdata = luaL_checkudata(state, 1, "AudioListener");
     luaL_argcheck(state, userdata != NULL, 1, "'AudioListener' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AudioListener' expected.");
-    return (AudioListener*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AudioListener*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AudioListener_getCamera(lua_State* state)
 int lua_AudioListener_getCamera(lua_State* state)
@@ -65,7 +65,7 @@ int lua_AudioListener_getCamera(lua_State* state)
                 void* returnPtr = (void*)instance->getCamera();
                 void* returnPtr = (void*)instance->getCamera();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Camera");
                     luaL_getmetatable(state, "Camera");
@@ -144,7 +144,7 @@ int lua_AudioListener_getOrientationForward(lua_State* state)
                 void* returnPtr = (void*)&(instance->getOrientationForward());
                 void* returnPtr = (void*)&(instance->getOrientationForward());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -188,7 +188,7 @@ int lua_AudioListener_getOrientationUp(lua_State* state)
                 void* returnPtr = (void*)&(instance->getOrientationUp());
                 void* returnPtr = (void*)&(instance->getOrientationUp());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -232,7 +232,7 @@ int lua_AudioListener_getPosition(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPosition());
                 void* returnPtr = (void*)&(instance->getPosition());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -276,7 +276,7 @@ int lua_AudioListener_getVelocity(lua_State* state)
                 void* returnPtr = (void*)&(instance->getVelocity());
                 void* returnPtr = (void*)&(instance->getVelocity());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -319,7 +319,7 @@ int lua_AudioListener_setCamera(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Camera> param1 = ScriptUtil::getObjectPointer<Camera>(2, "Camera", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Camera> param1 = gameplay::ScriptUtil::getObjectPointer<Camera>(2, "Camera", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Camera'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Camera'.");
@@ -400,13 +400,13 @@ int lua_AudioListener_setOrientation(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -489,7 +489,7 @@ int lua_AudioListener_setPosition(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -560,7 +560,7 @@ int lua_AudioListener_setVelocity(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -627,7 +627,7 @@ int lua_AudioListener_static_getInstance(lua_State* state)
             void* returnPtr = (void*)AudioListener::getInstance();
             void* returnPtr = (void*)AudioListener::getInstance();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "AudioListener");
                 luaL_getmetatable(state, "AudioListener");

+ 11 - 11
gameplay/src/lua/lua_AudioSource.cpp

@@ -50,14 +50,14 @@ void luaRegister_AudioSource()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("AudioSource", lua_members, NULL, lua_AudioSource__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("AudioSource", lua_members, NULL, lua_AudioSource__gc, lua_statics, scopePath);
 }
 }
 
 
 static AudioSource* getInstance(lua_State* state)
 static AudioSource* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "AudioSource");
     void* userdata = luaL_checkudata(state, 1, "AudioSource");
     luaL_argcheck(state, userdata != NULL, 1, "'AudioSource' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'AudioSource' expected.");
-    return (AudioSource*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (AudioSource*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_AudioSource__gc(lua_State* state)
 int lua_AudioSource__gc(lua_State* state)
@@ -74,7 +74,7 @@ int lua_AudioSource__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "AudioSource");
                 void* userdata = luaL_checkudata(state, 1, "AudioSource");
                 luaL_argcheck(state, userdata != NULL, 1, "'AudioSource' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'AudioSource' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     AudioSource* instance = (AudioSource*)object->instance;
                     AudioSource* instance = (AudioSource*)object->instance;
@@ -181,7 +181,7 @@ int lua_AudioSource_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -330,7 +330,7 @@ int lua_AudioSource_getVelocity(lua_State* state)
                 void* returnPtr = (void*)&(instance->getVelocity());
                 void* returnPtr = (void*)&(instance->getVelocity());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -603,7 +603,7 @@ int lua_AudioSource_setLooped(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 AudioSource* instance = getInstance(state);
                 AudioSource* instance = getInstance(state);
                 instance->setLooped(param1);
                 instance->setLooped(param1);
@@ -678,7 +678,7 @@ int lua_AudioSource_setVelocity(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -747,12 +747,12 @@ int lua_AudioSource_static_create(lua_State* state)
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     void* returnPtr = (void*)AudioSource::create(param1);
                     void* returnPtr = (void*)AudioSource::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "AudioSource");
                         luaL_getmetatable(state, "AudioSource");
@@ -773,14 +773,14 @@ int lua_AudioSource_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Properties> param1 = ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param1 = gameplay::ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)AudioSource::create(param1);
                     void* returnPtr = (void*)AudioSource::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "AudioSource");
                         luaL_getmetatable(state, "AudioSource");

+ 30 - 30
gameplay/src/lua/lua_BoundingBox.cpp

@@ -31,14 +31,14 @@ void luaRegister_BoundingBox()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("BoundingBox", lua_members, lua_BoundingBox__init, lua_BoundingBox__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("BoundingBox", lua_members, lua_BoundingBox__init, lua_BoundingBox__gc, lua_statics, scopePath);
 }
 }
 
 
 static BoundingBox* getInstance(lua_State* state)
 static BoundingBox* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "BoundingBox");
     void* userdata = luaL_checkudata(state, 1, "BoundingBox");
     luaL_argcheck(state, userdata != NULL, 1, "'BoundingBox' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'BoundingBox' expected.");
-    return (BoundingBox*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (BoundingBox*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_BoundingBox__gc(lua_State* state)
 int lua_BoundingBox__gc(lua_State* state)
@@ -55,7 +55,7 @@ int lua_BoundingBox__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "BoundingBox");
                 void* userdata = luaL_checkudata(state, 1, "BoundingBox");
                 luaL_argcheck(state, userdata != NULL, 1, "'BoundingBox' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'BoundingBox' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     BoundingBox* instance = (BoundingBox*)object->instance;
                     BoundingBox* instance = (BoundingBox*)object->instance;
@@ -92,7 +92,7 @@ int lua_BoundingBox__init(lua_State* state)
             void* returnPtr = (void*)new BoundingBox();
             void* returnPtr = (void*)new BoundingBox();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "BoundingBox");
                 luaL_getmetatable(state, "BoundingBox");
@@ -114,14 +114,14 @@ int lua_BoundingBox__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(1, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(1, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new BoundingBox(*param1);
                     void* returnPtr = (void*)new BoundingBox(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "BoundingBox");
                         luaL_getmetatable(state, "BoundingBox");
@@ -149,20 +149,20 @@ int lua_BoundingBox__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new BoundingBox(*param1, *param2);
                     void* returnPtr = (void*)new BoundingBox(*param1, *param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "BoundingBox");
                         luaL_getmetatable(state, "BoundingBox");
@@ -213,7 +213,7 @@ int lua_BoundingBox__init(lua_State* state)
                     void* returnPtr = (void*)new BoundingBox(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)new BoundingBox(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "BoundingBox");
                         luaL_getmetatable(state, "BoundingBox");
@@ -260,7 +260,7 @@ int lua_BoundingBox_getCenter(lua_State* state)
                     void* returnPtr = (void*)new Vector3(instance->getCenter());
                     void* returnPtr = (void*)new Vector3(instance->getCenter());
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Vector3");
                         luaL_getmetatable(state, "Vector3");
@@ -288,7 +288,7 @@ int lua_BoundingBox_getCenter(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -328,7 +328,7 @@ int lua_BoundingBox_getCorners(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -372,7 +372,7 @@ int lua_BoundingBox_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -393,7 +393,7 @@ int lua_BoundingBox_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -414,7 +414,7 @@ int lua_BoundingBox_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Frustum> param1 = ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Frustum> param1 = gameplay::ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -435,7 +435,7 @@ int lua_BoundingBox_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -456,7 +456,7 @@ int lua_BoundingBox_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -533,7 +533,7 @@ int lua_BoundingBox_max(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -548,7 +548,7 @@ int lua_BoundingBox_max(lua_State* state)
         void* returnPtr = (void*)new Vector3(instance->max);
         void* returnPtr = (void*)new Vector3(instance->max);
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = true;
             object->owns = true;
             luaL_getmetatable(state, "Vector3");
             luaL_getmetatable(state, "Vector3");
@@ -580,7 +580,7 @@ int lua_BoundingBox_merge(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -598,7 +598,7 @@ int lua_BoundingBox_merge(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -637,7 +637,7 @@ int lua_BoundingBox_min(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -652,7 +652,7 @@ int lua_BoundingBox_min(lua_State* state)
         void* returnPtr = (void*)new Vector3(instance->min);
         void* returnPtr = (void*)new Vector3(instance->min);
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = true;
             object->owns = true;
             luaL_getmetatable(state, "Vector3");
             luaL_getmetatable(state, "Vector3");
@@ -684,7 +684,7 @@ int lua_BoundingBox_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -702,7 +702,7 @@ int lua_BoundingBox_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -727,13 +727,13 @@ int lua_BoundingBox_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -812,7 +812,7 @@ int lua_BoundingBox_static_empty(lua_State* state)
             void* returnPtr = (void*)&(BoundingBox::empty());
             void* returnPtr = (void*)&(BoundingBox::empty());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "BoundingBox");
                 luaL_getmetatable(state, "BoundingBox");
@@ -851,7 +851,7 @@ int lua_BoundingBox_transform(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");

+ 22 - 22
gameplay/src/lua/lua_BoundingSphere.cpp

@@ -28,14 +28,14 @@ void luaRegister_BoundingSphere()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("BoundingSphere", lua_members, lua_BoundingSphere__init, lua_BoundingSphere__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("BoundingSphere", lua_members, lua_BoundingSphere__init, lua_BoundingSphere__gc, lua_statics, scopePath);
 }
 }
 
 
 static BoundingSphere* getInstance(lua_State* state)
 static BoundingSphere* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "BoundingSphere");
     void* userdata = luaL_checkudata(state, 1, "BoundingSphere");
     luaL_argcheck(state, userdata != NULL, 1, "'BoundingSphere' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'BoundingSphere' expected.");
-    return (BoundingSphere*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (BoundingSphere*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_BoundingSphere__gc(lua_State* state)
 int lua_BoundingSphere__gc(lua_State* state)
@@ -52,7 +52,7 @@ int lua_BoundingSphere__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "BoundingSphere");
                 void* userdata = luaL_checkudata(state, 1, "BoundingSphere");
                 luaL_argcheck(state, userdata != NULL, 1, "'BoundingSphere' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'BoundingSphere' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     BoundingSphere* instance = (BoundingSphere*)object->instance;
                     BoundingSphere* instance = (BoundingSphere*)object->instance;
@@ -89,7 +89,7 @@ int lua_BoundingSphere__init(lua_State* state)
             void* returnPtr = (void*)new BoundingSphere();
             void* returnPtr = (void*)new BoundingSphere();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "BoundingSphere");
                 luaL_getmetatable(state, "BoundingSphere");
@@ -111,14 +111,14 @@ int lua_BoundingSphere__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(1, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(1, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new BoundingSphere(*param1);
                     void* returnPtr = (void*)new BoundingSphere(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "BoundingSphere");
                         luaL_getmetatable(state, "BoundingSphere");
@@ -146,7 +146,7 @@ int lua_BoundingSphere__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -156,7 +156,7 @@ int lua_BoundingSphere__init(lua_State* state)
                     void* returnPtr = (void*)new BoundingSphere(*param1, param2);
                     void* returnPtr = (void*)new BoundingSphere(*param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "BoundingSphere");
                         luaL_getmetatable(state, "BoundingSphere");
@@ -199,7 +199,7 @@ int lua_BoundingSphere_center(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -214,7 +214,7 @@ int lua_BoundingSphere_center(lua_State* state)
         void* returnPtr = (void*)new Vector3(instance->center);
         void* returnPtr = (void*)new Vector3(instance->center);
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = true;
             object->owns = true;
             luaL_getmetatable(state, "Vector3");
             luaL_getmetatable(state, "Vector3");
@@ -246,7 +246,7 @@ int lua_BoundingSphere_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -267,7 +267,7 @@ int lua_BoundingSphere_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -288,7 +288,7 @@ int lua_BoundingSphere_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Frustum> param1 = ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Frustum> param1 = gameplay::ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -309,7 +309,7 @@ int lua_BoundingSphere_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -330,7 +330,7 @@ int lua_BoundingSphere_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -410,7 +410,7 @@ int lua_BoundingSphere_merge(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -428,7 +428,7 @@ int lua_BoundingSphere_merge(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -499,7 +499,7 @@ int lua_BoundingSphere_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -517,7 +517,7 @@ int lua_BoundingSphere_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -542,7 +542,7 @@ int lua_BoundingSphere_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -583,7 +583,7 @@ int lua_BoundingSphere_static_empty(lua_State* state)
             void* returnPtr = (void*)&(BoundingSphere::empty());
             void* returnPtr = (void*)&(BoundingSphere::empty());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "BoundingSphere");
                 luaL_getmetatable(state, "BoundingSphere");
@@ -622,7 +622,7 @@ int lua_BoundingSphere_transform(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");

+ 15 - 15
gameplay/src/lua/lua_Bundle.cpp

@@ -36,14 +36,14 @@ void luaRegister_Bundle()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Bundle", lua_members, NULL, lua_Bundle__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Bundle", lua_members, NULL, lua_Bundle__gc, lua_statics, scopePath);
 }
 }
 
 
 static Bundle* getInstance(lua_State* state)
 static Bundle* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Bundle");
     void* userdata = luaL_checkudata(state, 1, "Bundle");
     luaL_argcheck(state, userdata != NULL, 1, "'Bundle' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Bundle' expected.");
-    return (Bundle*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Bundle*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Bundle__gc(lua_State* state)
 int lua_Bundle__gc(lua_State* state)
@@ -60,7 +60,7 @@ int lua_Bundle__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Bundle");
                 void* userdata = luaL_checkudata(state, 1, "Bundle");
                 luaL_argcheck(state, userdata != NULL, 1, "'Bundle' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Bundle' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Bundle* instance = (Bundle*)object->instance;
                     Bundle* instance = (Bundle*)object->instance;
@@ -130,7 +130,7 @@ int lua_Bundle_contains(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Bundle* instance = getInstance(state);
                 Bundle* instance = getInstance(state);
                 bool result = instance->contains(param1);
                 bool result = instance->contains(param1);
@@ -278,13 +278,13 @@ int lua_Bundle_loadFont(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Bundle* instance = getInstance(state);
                 Bundle* instance = getInstance(state);
                 void* returnPtr = (void*)instance->loadFont(param1);
                 void* returnPtr = (void*)instance->loadFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -326,13 +326,13 @@ int lua_Bundle_loadMesh(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Bundle* instance = getInstance(state);
                 Bundle* instance = getInstance(state);
                 void* returnPtr = (void*)instance->loadMesh(param1);
                 void* returnPtr = (void*)instance->loadMesh(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Mesh");
                     luaL_getmetatable(state, "Mesh");
@@ -374,13 +374,13 @@ int lua_Bundle_loadNode(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Bundle* instance = getInstance(state);
                 Bundle* instance = getInstance(state);
                 void* returnPtr = (void*)instance->loadNode(param1);
                 void* returnPtr = (void*)instance->loadNode(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -424,7 +424,7 @@ int lua_Bundle_loadScene(lua_State* state)
                 void* returnPtr = (void*)instance->loadScene();
                 void* returnPtr = (void*)instance->loadScene();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Scene");
                     luaL_getmetatable(state, "Scene");
@@ -448,13 +448,13 @@ int lua_Bundle_loadScene(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Bundle* instance = getInstance(state);
                 Bundle* instance = getInstance(state);
                 void* returnPtr = (void*)instance->loadScene(param1);
                 void* returnPtr = (void*)instance->loadScene(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Scene");
                     luaL_getmetatable(state, "Scene");
@@ -527,12 +527,12 @@ int lua_Bundle_static_create(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)Bundle::create(param1);
                 void* returnPtr = (void*)Bundle::create(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Bundle");
                     luaL_getmetatable(state, "Bundle");

+ 96 - 96
gameplay/src/lua/lua_Button.cpp

@@ -125,14 +125,14 @@ void luaRegister_Button()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Button", lua_members, NULL, lua_Button__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Button", lua_members, NULL, lua_Button__gc, lua_statics, scopePath);
 }
 }
 
 
 static Button* getInstance(lua_State* state)
 static Button* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Button");
     void* userdata = luaL_checkudata(state, 1, "Button");
     luaL_argcheck(state, userdata != NULL, 1, "'Button' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Button' expected.");
-    return (Button*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Button*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Button__gc(lua_State* state)
 int lua_Button__gc(lua_State* state)
@@ -149,7 +149,7 @@ int lua_Button__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Button");
                 void* userdata = luaL_checkudata(state, 1, "Button");
                 luaL_argcheck(state, userdata != NULL, 1, "'Button' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Button' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Button* instance = (Button*)object->instance;
                     Button* instance = (Button*)object->instance;
@@ -189,7 +189,7 @@ int lua_Button_addListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -266,10 +266,10 @@ int lua_Button_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -308,16 +308,16 @@ int lua_Button_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Button* instance = getInstance(state);
                     Button* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -339,11 +339,11 @@ int lua_Button_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -351,7 +351,7 @@ int lua_Button_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -383,7 +383,7 @@ int lua_Button_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -392,10 +392,10 @@ int lua_Button_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -404,7 +404,7 @@ int lua_Button_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -438,7 +438,7 @@ int lua_Button_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -447,16 +447,16 @@ int lua_Button_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -465,7 +465,7 @@ int lua_Button_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -513,16 +513,16 @@ int lua_Button_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -534,7 +534,7 @@ int lua_Button_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -581,16 +581,16 @@ int lua_Button_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -602,7 +602,7 @@ int lua_Button_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -658,7 +658,7 @@ int lua_Button_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -731,7 +731,7 @@ int lua_Button_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -755,13 +755,13 @@ int lua_Button_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -847,7 +847,7 @@ int lua_Button_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -960,7 +960,7 @@ int lua_Button_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder());
                 void* returnPtr = (void*)&(instance->getBorder());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -990,7 +990,7 @@ int lua_Button_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1034,7 +1034,7 @@ int lua_Button_getBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBounds());
                 void* returnPtr = (void*)&(instance->getBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1078,7 +1078,7 @@ int lua_Button_getClip(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClip());
                 void* returnPtr = (void*)&(instance->getClip());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1122,7 +1122,7 @@ int lua_Button_getClipBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1205,7 +1205,7 @@ int lua_Button_getCursorColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1253,7 +1253,7 @@ int lua_Button_getCursorRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1301,7 +1301,7 @@ int lua_Button_getCursorUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1380,7 +1380,7 @@ int lua_Button_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont();
                 void* returnPtr = (void*)instance->getFont();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1410,7 +1410,7 @@ int lua_Button_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont(param1);
                 void* returnPtr = (void*)instance->getFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1579,7 +1579,7 @@ int lua_Button_getImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1588,7 +1588,7 @@ int lua_Button_getImageColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1631,7 +1631,7 @@ int lua_Button_getImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1640,7 +1640,7 @@ int lua_Button_getImageRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1683,7 +1683,7 @@ int lua_Button_getImageUVs(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1692,7 +1692,7 @@ int lua_Button_getImageUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1736,7 +1736,7 @@ int lua_Button_getMargin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getMargin());
                 void* returnPtr = (void*)&(instance->getMargin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1836,7 +1836,7 @@ int lua_Button_getPadding(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPadding());
                 void* returnPtr = (void*)&(instance->getPadding());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1915,7 +1915,7 @@ int lua_Button_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1945,7 +1945,7 @@ int lua_Button_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1989,7 +1989,7 @@ int lua_Button_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2019,7 +2019,7 @@ int lua_Button_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2098,7 +2098,7 @@ int lua_Button_getStyle(lua_State* state)
                 void* returnPtr = (void*)instance->getStyle();
                 void* returnPtr = (void*)instance->getStyle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeStyle");
                     luaL_getmetatable(state, "ThemeStyle");
@@ -2233,7 +2233,7 @@ int lua_Button_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor());
                 void* returnPtr = (void*)&(instance->getTextColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2263,7 +2263,7 @@ int lua_Button_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2639,7 +2639,7 @@ int lua_Button_removeListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -2681,10 +2681,10 @@ int lua_Button_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -2761,7 +2761,7 @@ int lua_Button_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2790,7 +2790,7 @@ int lua_Button_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2834,7 +2834,7 @@ int lua_Button_setAutoHeight(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->setAutoHeight(param1);
                 instance->setAutoHeight(param1);
@@ -2870,7 +2870,7 @@ int lua_Button_setAutoWidth(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->setAutoWidth(param1);
                 instance->setAutoWidth(param1);
@@ -2989,7 +2989,7 @@ int lua_Button_setBounds(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3030,7 +3030,7 @@ int lua_Button_setConsumeInputEvents(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->setConsumeInputEvents(param1);
                 instance->setConsumeInputEvents(param1);
@@ -3068,7 +3068,7 @@ int lua_Button_setCursorColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3114,7 +3114,7 @@ int lua_Button_setCursorRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3158,7 +3158,7 @@ int lua_Button_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -3231,7 +3231,7 @@ int lua_Button_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3256,7 +3256,7 @@ int lua_Button_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3395,11 +3395,11 @@ int lua_Button_setImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3424,11 +3424,11 @@ int lua_Button_setImageColor(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3473,11 +3473,11 @@ int lua_Button_setImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3502,11 +3502,11 @@ int lua_Button_setImageRegion(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3785,7 +3785,7 @@ int lua_Button_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3810,7 +3810,7 @@ int lua_Button_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3855,7 +3855,7 @@ int lua_Button_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3880,7 +3880,7 @@ int lua_Button_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3961,7 +3961,7 @@ int lua_Button_setStyle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param1 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
@@ -4002,7 +4002,7 @@ int lua_Button_setText(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->setText(param1);
                 instance->setText(param1);
@@ -4097,7 +4097,7 @@ int lua_Button_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4122,7 +4122,7 @@ int lua_Button_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4166,7 +4166,7 @@ int lua_Button_setTextRightToLeft(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->setTextRightToLeft(param1);
                 instance->setTextRightToLeft(param1);
@@ -4185,7 +4185,7 @@ int lua_Button_setTextRightToLeft(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
@@ -4224,7 +4224,7 @@ int lua_Button_setVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Button* instance = getInstance(state);
                 Button* instance = getInstance(state);
                 instance->setVisible(param1);
                 instance->setVisible(param1);
@@ -4451,11 +4451,11 @@ int lua_Button_static_create(lua_State* state)
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
@@ -4465,7 +4465,7 @@ int lua_Button_static_create(lua_State* state)
                 void* returnPtr = (void*)Button::create(param1, param2);
                 void* returnPtr = (void*)Button::create(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Button");
                     luaL_getmetatable(state, "Button");

+ 27 - 27
gameplay/src/lua/lua_Camera.cpp

@@ -59,14 +59,14 @@ void luaRegister_Camera()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Camera", lua_members, NULL, lua_Camera__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Camera", lua_members, NULL, lua_Camera__gc, lua_statics, scopePath);
 }
 }
 
 
 static Camera* getInstance(lua_State* state)
 static Camera* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Camera");
     void* userdata = luaL_checkudata(state, 1, "Camera");
     luaL_argcheck(state, userdata != NULL, 1, "'Camera' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Camera' expected.");
-    return (Camera*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Camera*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Camera__gc(lua_State* state)
 int lua_Camera__gc(lua_State* state)
@@ -83,7 +83,7 @@ int lua_Camera__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Camera");
                 void* userdata = luaL_checkudata(state, 1, "Camera");
                 luaL_argcheck(state, userdata != NULL, 1, "'Camera' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Camera' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Camera* instance = (Camera*)object->instance;
                     Camera* instance = (Camera*)object->instance;
@@ -295,7 +295,7 @@ int lua_Camera_getFrustum(lua_State* state)
                 void* returnPtr = (void*)&(instance->getFrustum());
                 void* returnPtr = (void*)&(instance->getFrustum());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Frustum");
                     luaL_getmetatable(state, "Frustum");
@@ -339,7 +339,7 @@ int lua_Camera_getInverseViewMatrix(lua_State* state)
                 void* returnPtr = (void*)&(instance->getInverseViewMatrix());
                 void* returnPtr = (void*)&(instance->getInverseViewMatrix());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Matrix");
                     luaL_getmetatable(state, "Matrix");
@@ -383,7 +383,7 @@ int lua_Camera_getInverseViewProjectionMatrix(lua_State* state)
                 void* returnPtr = (void*)&(instance->getInverseViewProjectionMatrix());
                 void* returnPtr = (void*)&(instance->getInverseViewProjectionMatrix());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Matrix");
                     luaL_getmetatable(state, "Matrix");
@@ -462,7 +462,7 @@ int lua_Camera_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -506,7 +506,7 @@ int lua_Camera_getProjectionMatrix(lua_State* state)
                 void* returnPtr = (void*)&(instance->getProjectionMatrix());
                 void* returnPtr = (void*)&(instance->getProjectionMatrix());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Matrix");
                     luaL_getmetatable(state, "Matrix");
@@ -585,7 +585,7 @@ int lua_Camera_getViewMatrix(lua_State* state)
                 void* returnPtr = (void*)&(instance->getViewMatrix());
                 void* returnPtr = (void*)&(instance->getViewMatrix());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Matrix");
                     luaL_getmetatable(state, "Matrix");
@@ -629,7 +629,7 @@ int lua_Camera_getViewProjectionMatrix(lua_State* state)
                 void* returnPtr = (void*)&(instance->getViewProjectionMatrix());
                 void* returnPtr = (void*)&(instance->getViewProjectionMatrix());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Matrix");
                     luaL_getmetatable(state, "Matrix");
@@ -745,7 +745,7 @@ int lua_Camera_pickRay(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -760,7 +760,7 @@ int lua_Camera_pickRay(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Ray> param4 = ScriptUtil::getObjectPointer<Ray>(5, "Ray", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Ray> param4 = gameplay::ScriptUtil::getObjectPointer<Ray>(5, "Ray", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Ray'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Ray'.");
@@ -805,7 +805,7 @@ int lua_Camera_project(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -814,7 +814,7 @@ int lua_Camera_project(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -822,10 +822,10 @@ int lua_Camera_project(lua_State* state)
                 }
                 }
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 Camera* instance = getInstance(state);
                 Camera* instance = getInstance(state);
                 instance->project(*param1, *param2, param3, param4);
                 instance->project(*param1, *param2, param3, param4);
@@ -848,7 +848,7 @@ int lua_Camera_project(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -857,7 +857,7 @@ int lua_Camera_project(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -865,13 +865,13 @@ int lua_Camera_project(lua_State* state)
                 }
                 }
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
-                ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                 Camera* instance = getInstance(state);
                 Camera* instance = getInstance(state);
                 instance->project(*param1, *param2, param3, param4, param5);
                 instance->project(*param1, *param2, param3, param4, param5);
@@ -1155,7 +1155,7 @@ int lua_Camera_static_create(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Properties> param1 = ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Properties> param1 = gameplay::ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Properties'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Properties'.");
@@ -1165,7 +1165,7 @@ int lua_Camera_static_create(lua_State* state)
                 void* returnPtr = (void*)Camera::create(param1);
                 void* returnPtr = (void*)Camera::create(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Camera");
                     luaL_getmetatable(state, "Camera");
@@ -1227,7 +1227,7 @@ int lua_Camera_static_createOrthographic(lua_State* state)
                 void* returnPtr = (void*)Camera::createOrthographic(param1, param2, param3, param4, param5);
                 void* returnPtr = (void*)Camera::createOrthographic(param1, param2, param3, param4, param5);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Camera");
                     luaL_getmetatable(state, "Camera");
@@ -1285,7 +1285,7 @@ int lua_Camera_static_createPerspective(lua_State* state)
                 void* returnPtr = (void*)Camera::createPerspective(param1, param2, param3, param4);
                 void* returnPtr = (void*)Camera::createPerspective(param1, param2, param3, param4);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Camera");
                     luaL_getmetatable(state, "Camera");
@@ -1332,7 +1332,7 @@ int lua_Camera_unproject(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -1350,7 +1350,7 @@ int lua_Camera_unproject(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Vector3> param5 = ScriptUtil::getObjectPointer<Vector3>(6, "Vector3", false, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param5 = gameplay::ScriptUtil::getObjectPointer<Vector3>(6, "Vector3", false, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector3'.");

+ 98 - 98
gameplay/src/lua/lua_CheckBox.cpp

@@ -131,14 +131,14 @@ void luaRegister_CheckBox()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("CheckBox", lua_members, NULL, lua_CheckBox__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("CheckBox", lua_members, NULL, lua_CheckBox__gc, lua_statics, scopePath);
 }
 }
 
 
 static CheckBox* getInstance(lua_State* state)
 static CheckBox* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "CheckBox");
     void* userdata = luaL_checkudata(state, 1, "CheckBox");
     luaL_argcheck(state, userdata != NULL, 1, "'CheckBox' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'CheckBox' expected.");
-    return (CheckBox*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (CheckBox*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_CheckBox__gc(lua_State* state)
 int lua_CheckBox__gc(lua_State* state)
@@ -155,7 +155,7 @@ int lua_CheckBox__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "CheckBox");
                 void* userdata = luaL_checkudata(state, 1, "CheckBox");
                 luaL_argcheck(state, userdata != NULL, 1, "'CheckBox' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'CheckBox' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     CheckBox* instance = (CheckBox*)object->instance;
                     CheckBox* instance = (CheckBox*)object->instance;
@@ -195,7 +195,7 @@ int lua_CheckBox_addListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -272,10 +272,10 @@ int lua_CheckBox_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -314,16 +314,16 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     CheckBox* instance = getInstance(state);
                     CheckBox* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -345,11 +345,11 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -357,7 +357,7 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -389,7 +389,7 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -398,10 +398,10 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -410,7 +410,7 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -444,7 +444,7 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -453,16 +453,16 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -471,7 +471,7 @@ int lua_CheckBox_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -519,16 +519,16 @@ int lua_CheckBox_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -540,7 +540,7 @@ int lua_CheckBox_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -587,16 +587,16 @@ int lua_CheckBox_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -608,7 +608,7 @@ int lua_CheckBox_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -664,7 +664,7 @@ int lua_CheckBox_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -737,7 +737,7 @@ int lua_CheckBox_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -761,13 +761,13 @@ int lua_CheckBox_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -853,7 +853,7 @@ int lua_CheckBox_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -966,7 +966,7 @@ int lua_CheckBox_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder());
                 void* returnPtr = (void*)&(instance->getBorder());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -996,7 +996,7 @@ int lua_CheckBox_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1040,7 +1040,7 @@ int lua_CheckBox_getBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBounds());
                 void* returnPtr = (void*)&(instance->getBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1084,7 +1084,7 @@ int lua_CheckBox_getClip(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClip());
                 void* returnPtr = (void*)&(instance->getClip());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1128,7 +1128,7 @@ int lua_CheckBox_getClipBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1211,7 +1211,7 @@ int lua_CheckBox_getCursorColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1259,7 +1259,7 @@ int lua_CheckBox_getCursorRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1307,7 +1307,7 @@ int lua_CheckBox_getCursorUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1386,7 +1386,7 @@ int lua_CheckBox_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont();
                 void* returnPtr = (void*)instance->getFont();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1416,7 +1416,7 @@ int lua_CheckBox_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont(param1);
                 void* returnPtr = (void*)instance->getFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1585,7 +1585,7 @@ int lua_CheckBox_getImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1594,7 +1594,7 @@ int lua_CheckBox_getImageColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1637,7 +1637,7 @@ int lua_CheckBox_getImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1646,7 +1646,7 @@ int lua_CheckBox_getImageRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1690,7 +1690,7 @@ int lua_CheckBox_getImageSize(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageSize());
                 void* returnPtr = (void*)&(instance->getImageSize());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector2");
                     luaL_getmetatable(state, "Vector2");
@@ -1733,7 +1733,7 @@ int lua_CheckBox_getImageUVs(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1742,7 +1742,7 @@ int lua_CheckBox_getImageUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1786,7 +1786,7 @@ int lua_CheckBox_getMargin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getMargin());
                 void* returnPtr = (void*)&(instance->getMargin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1886,7 +1886,7 @@ int lua_CheckBox_getPadding(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPadding());
                 void* returnPtr = (void*)&(instance->getPadding());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1965,7 +1965,7 @@ int lua_CheckBox_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1995,7 +1995,7 @@ int lua_CheckBox_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2039,7 +2039,7 @@ int lua_CheckBox_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2069,7 +2069,7 @@ int lua_CheckBox_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2148,7 +2148,7 @@ int lua_CheckBox_getStyle(lua_State* state)
                 void* returnPtr = (void*)instance->getStyle();
                 void* returnPtr = (void*)instance->getStyle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeStyle");
                     luaL_getmetatable(state, "ThemeStyle");
@@ -2283,7 +2283,7 @@ int lua_CheckBox_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor());
                 void* returnPtr = (void*)&(instance->getTextColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2313,7 +2313,7 @@ int lua_CheckBox_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2759,7 +2759,7 @@ int lua_CheckBox_removeListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -2801,10 +2801,10 @@ int lua_CheckBox_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -2881,7 +2881,7 @@ int lua_CheckBox_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2910,7 +2910,7 @@ int lua_CheckBox_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2954,7 +2954,7 @@ int lua_CheckBox_setAutoHeight(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->setAutoHeight(param1);
                 instance->setAutoHeight(param1);
@@ -2990,7 +2990,7 @@ int lua_CheckBox_setAutoWidth(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->setAutoWidth(param1);
                 instance->setAutoWidth(param1);
@@ -3109,7 +3109,7 @@ int lua_CheckBox_setBounds(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3150,7 +3150,7 @@ int lua_CheckBox_setChecked(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->setChecked(param1);
                 instance->setChecked(param1);
@@ -3186,7 +3186,7 @@ int lua_CheckBox_setConsumeInputEvents(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->setConsumeInputEvents(param1);
                 instance->setConsumeInputEvents(param1);
@@ -3224,7 +3224,7 @@ int lua_CheckBox_setCursorColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3270,7 +3270,7 @@ int lua_CheckBox_setCursorRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3314,7 +3314,7 @@ int lua_CheckBox_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -3387,7 +3387,7 @@ int lua_CheckBox_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3412,7 +3412,7 @@ int lua_CheckBox_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3551,11 +3551,11 @@ int lua_CheckBox_setImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3580,11 +3580,11 @@ int lua_CheckBox_setImageColor(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3629,11 +3629,11 @@ int lua_CheckBox_setImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3658,11 +3658,11 @@ int lua_CheckBox_setImageRegion(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3981,7 +3981,7 @@ int lua_CheckBox_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4006,7 +4006,7 @@ int lua_CheckBox_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4051,7 +4051,7 @@ int lua_CheckBox_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4076,7 +4076,7 @@ int lua_CheckBox_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4157,7 +4157,7 @@ int lua_CheckBox_setStyle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param1 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
@@ -4198,7 +4198,7 @@ int lua_CheckBox_setText(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->setText(param1);
                 instance->setText(param1);
@@ -4293,7 +4293,7 @@ int lua_CheckBox_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4318,7 +4318,7 @@ int lua_CheckBox_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4362,7 +4362,7 @@ int lua_CheckBox_setTextRightToLeft(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->setTextRightToLeft(param1);
                 instance->setTextRightToLeft(param1);
@@ -4381,7 +4381,7 @@ int lua_CheckBox_setTextRightToLeft(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
@@ -4420,7 +4420,7 @@ int lua_CheckBox_setVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 CheckBox* instance = getInstance(state);
                 CheckBox* instance = getInstance(state);
                 instance->setVisible(param1);
                 instance->setVisible(param1);
@@ -4647,11 +4647,11 @@ int lua_CheckBox_static_create(lua_State* state)
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
@@ -4661,7 +4661,7 @@ int lua_CheckBox_static_create(lua_State* state)
                 void* returnPtr = (void*)CheckBox::create(param1, param2);
                 void* returnPtr = (void*)CheckBox::create(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "CheckBox");
                     luaL_getmetatable(state, "CheckBox");

+ 107 - 107
gameplay/src/lua/lua_Container.cpp

@@ -146,14 +146,14 @@ void luaRegister_Container()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Container", lua_members, NULL, lua_Container__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Container", lua_members, NULL, lua_Container__gc, lua_statics, scopePath);
 }
 }
 
 
 static Container* getInstance(lua_State* state)
 static Container* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Container");
     void* userdata = luaL_checkudata(state, 1, "Container");
     luaL_argcheck(state, userdata != NULL, 1, "'Container' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Container' expected.");
-    return (Container*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Container*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Container__gc(lua_State* state)
 int lua_Container__gc(lua_State* state)
@@ -170,7 +170,7 @@ int lua_Container__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Container");
                 void* userdata = luaL_checkudata(state, 1, "Container");
                 luaL_argcheck(state, userdata != NULL, 1, "'Container' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Container' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Container* instance = (Container*)object->instance;
                     Container* instance = (Container*)object->instance;
@@ -209,7 +209,7 @@ int lua_Container_addControl(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control> param1 = ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control> param1 = gameplay::ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
@@ -255,7 +255,7 @@ int lua_Container_addListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -332,10 +332,10 @@ int lua_Container_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -374,16 +374,16 @@ int lua_Container_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Container* instance = getInstance(state);
                     Container* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -405,11 +405,11 @@ int lua_Container_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -417,7 +417,7 @@ int lua_Container_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -449,7 +449,7 @@ int lua_Container_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -458,10 +458,10 @@ int lua_Container_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -470,7 +470,7 @@ int lua_Container_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -504,7 +504,7 @@ int lua_Container_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -513,16 +513,16 @@ int lua_Container_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -531,7 +531,7 @@ int lua_Container_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -579,16 +579,16 @@ int lua_Container_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -600,7 +600,7 @@ int lua_Container_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -647,16 +647,16 @@ int lua_Container_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -668,7 +668,7 @@ int lua_Container_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -724,7 +724,7 @@ int lua_Container_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -797,7 +797,7 @@ int lua_Container_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -821,13 +821,13 @@ int lua_Container_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -913,7 +913,7 @@ int lua_Container_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -1026,7 +1026,7 @@ int lua_Container_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder());
                 void* returnPtr = (void*)&(instance->getBorder());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1056,7 +1056,7 @@ int lua_Container_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1100,7 +1100,7 @@ int lua_Container_getBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBounds());
                 void* returnPtr = (void*)&(instance->getBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1144,7 +1144,7 @@ int lua_Container_getClip(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClip());
                 void* returnPtr = (void*)&(instance->getClip());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1188,7 +1188,7 @@ int lua_Container_getClipBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1273,7 +1273,7 @@ int lua_Container_getControl(lua_State* state)
                     void* returnPtr = (void*)instance->getControl(param1);
                     void* returnPtr = (void*)instance->getControl(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Control");
                         luaL_getmetatable(state, "Control");
@@ -1294,13 +1294,13 @@ int lua_Container_getControl(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Container* instance = getInstance(state);
                     Container* instance = getInstance(state);
                     void* returnPtr = (void*)instance->getControl(param1);
                     void* returnPtr = (void*)instance->getControl(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Control");
                         luaL_getmetatable(state, "Control");
@@ -1349,7 +1349,7 @@ int lua_Container_getCursorColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1397,7 +1397,7 @@ int lua_Container_getCursorRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1445,7 +1445,7 @@ int lua_Container_getCursorUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1524,7 +1524,7 @@ int lua_Container_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont();
                 void* returnPtr = (void*)instance->getFont();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1554,7 +1554,7 @@ int lua_Container_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont(param1);
                 void* returnPtr = (void*)instance->getFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1723,7 +1723,7 @@ int lua_Container_getImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1732,7 +1732,7 @@ int lua_Container_getImageColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1775,7 +1775,7 @@ int lua_Container_getImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1784,7 +1784,7 @@ int lua_Container_getImageRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1827,7 +1827,7 @@ int lua_Container_getImageUVs(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1836,7 +1836,7 @@ int lua_Container_getImageUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1880,7 +1880,7 @@ int lua_Container_getLayout(lua_State* state)
                 void* returnPtr = (void*)instance->getLayout();
                 void* returnPtr = (void*)instance->getLayout();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Layout");
                     luaL_getmetatable(state, "Layout");
@@ -1924,7 +1924,7 @@ int lua_Container_getMargin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getMargin());
                 void* returnPtr = (void*)&(instance->getMargin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -2024,7 +2024,7 @@ int lua_Container_getPadding(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPadding());
                 void* returnPtr = (void*)&(instance->getPadding());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -2138,7 +2138,7 @@ int lua_Container_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2168,7 +2168,7 @@ int lua_Container_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2212,7 +2212,7 @@ int lua_Container_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2242,7 +2242,7 @@ int lua_Container_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2321,7 +2321,7 @@ int lua_Container_getStyle(lua_State* state)
                 void* returnPtr = (void*)instance->getStyle();
                 void* returnPtr = (void*)instance->getStyle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeStyle");
                     luaL_getmetatable(state, "ThemeStyle");
@@ -2421,7 +2421,7 @@ int lua_Container_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor());
                 void* returnPtr = (void*)&(instance->getTextColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2451,7 +2451,7 @@ int lua_Container_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2726,7 +2726,7 @@ int lua_Container_insertControl(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control> param1 = ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control> param1 = gameplay::ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
@@ -2994,7 +2994,7 @@ int lua_Container_removeControl(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Container* instance = getInstance(state);
                     Container* instance = getInstance(state);
                     instance->removeControl(param1);
                     instance->removeControl(param1);
@@ -3010,7 +3010,7 @@ int lua_Container_removeControl(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Control> param1 = ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Control> param1 = gameplay::ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -3050,7 +3050,7 @@ int lua_Container_removeListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -3092,10 +3092,10 @@ int lua_Container_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -3172,7 +3172,7 @@ int lua_Container_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -3201,7 +3201,7 @@ int lua_Container_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -3245,7 +3245,7 @@ int lua_Container_setAutoHeight(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->setAutoHeight(param1);
                 instance->setAutoHeight(param1);
@@ -3281,7 +3281,7 @@ int lua_Container_setAutoWidth(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->setAutoWidth(param1);
                 instance->setAutoWidth(param1);
@@ -3400,7 +3400,7 @@ int lua_Container_setBounds(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3441,7 +3441,7 @@ int lua_Container_setConsumeInputEvents(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->setConsumeInputEvents(param1);
                 instance->setConsumeInputEvents(param1);
@@ -3479,7 +3479,7 @@ int lua_Container_setCursorColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3525,7 +3525,7 @@ int lua_Container_setCursorRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3569,7 +3569,7 @@ int lua_Container_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -3642,7 +3642,7 @@ int lua_Container_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3667,7 +3667,7 @@ int lua_Container_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3806,11 +3806,11 @@ int lua_Container_setImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3835,11 +3835,11 @@ int lua_Container_setImageColor(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3884,11 +3884,11 @@ int lua_Container_setImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3913,11 +3913,11 @@ int lua_Container_setImageRegion(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -4191,7 +4191,7 @@ int lua_Container_setScrollBarsAutoHide(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->setScrollBarsAutoHide(param1);
                 instance->setScrollBarsAutoHide(param1);
@@ -4268,7 +4268,7 @@ int lua_Container_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4293,7 +4293,7 @@ int lua_Container_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4338,7 +4338,7 @@ int lua_Container_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4363,7 +4363,7 @@ int lua_Container_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4444,7 +4444,7 @@ int lua_Container_setStyle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param1 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
@@ -4544,7 +4544,7 @@ int lua_Container_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4569,7 +4569,7 @@ int lua_Container_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4613,7 +4613,7 @@ int lua_Container_setTextRightToLeft(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->setTextRightToLeft(param1);
                 instance->setTextRightToLeft(param1);
@@ -4632,7 +4632,7 @@ int lua_Container_setTextRightToLeft(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
@@ -4671,7 +4671,7 @@ int lua_Container_setVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Container* instance = getInstance(state);
                 Container* instance = getInstance(state);
                 instance->setVisible(param1);
                 instance->setVisible(param1);
@@ -4915,11 +4915,11 @@ int lua_Container_static_create(lua_State* state)
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
@@ -4929,7 +4929,7 @@ int lua_Container_static_create(lua_State* state)
                 void* returnPtr = (void*)Container::create(param1, param2);
                 void* returnPtr = (void*)Container::create(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Container");
                     luaL_getmetatable(state, "Container");
@@ -4954,11 +4954,11 @@ int lua_Container_static_create(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
@@ -4971,7 +4971,7 @@ int lua_Container_static_create(lua_State* state)
                 void* returnPtr = (void*)Container::create(param1, param2, param3);
                 void* returnPtr = (void*)Container::create(param1, param2, param3);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Container");
                     luaL_getmetatable(state, "Container");

+ 92 - 92
gameplay/src/lua/lua_Control.cpp

@@ -120,14 +120,14 @@ void luaRegister_Control()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Control", lua_members, NULL, lua_Control__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Control", lua_members, NULL, lua_Control__gc, lua_statics, scopePath);
 }
 }
 
 
 static Control* getInstance(lua_State* state)
 static Control* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Control");
     void* userdata = luaL_checkudata(state, 1, "Control");
     luaL_argcheck(state, userdata != NULL, 1, "'Control' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Control' expected.");
-    return (Control*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Control*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Control__gc(lua_State* state)
 int lua_Control__gc(lua_State* state)
@@ -144,7 +144,7 @@ int lua_Control__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Control");
                 void* userdata = luaL_checkudata(state, 1, "Control");
                 luaL_argcheck(state, userdata != NULL, 1, "'Control' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Control' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Control* instance = (Control*)object->instance;
                     Control* instance = (Control*)object->instance;
@@ -184,7 +184,7 @@ int lua_Control_addListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -261,10 +261,10 @@ int lua_Control_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -303,16 +303,16 @@ int lua_Control_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Control* instance = getInstance(state);
                     Control* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -334,11 +334,11 @@ int lua_Control_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -346,7 +346,7 @@ int lua_Control_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -378,7 +378,7 @@ int lua_Control_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -387,10 +387,10 @@ int lua_Control_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -399,7 +399,7 @@ int lua_Control_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -433,7 +433,7 @@ int lua_Control_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -442,16 +442,16 @@ int lua_Control_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -460,7 +460,7 @@ int lua_Control_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -508,16 +508,16 @@ int lua_Control_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -529,7 +529,7 @@ int lua_Control_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -576,16 +576,16 @@ int lua_Control_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -597,7 +597,7 @@ int lua_Control_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -653,7 +653,7 @@ int lua_Control_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -726,7 +726,7 @@ int lua_Control_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -750,13 +750,13 @@ int lua_Control_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -842,7 +842,7 @@ int lua_Control_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -955,7 +955,7 @@ int lua_Control_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder());
                 void* returnPtr = (void*)&(instance->getBorder());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -985,7 +985,7 @@ int lua_Control_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1029,7 +1029,7 @@ int lua_Control_getBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBounds());
                 void* returnPtr = (void*)&(instance->getBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1073,7 +1073,7 @@ int lua_Control_getClip(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClip());
                 void* returnPtr = (void*)&(instance->getClip());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1117,7 +1117,7 @@ int lua_Control_getClipBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1200,7 +1200,7 @@ int lua_Control_getCursorColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1248,7 +1248,7 @@ int lua_Control_getCursorRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1296,7 +1296,7 @@ int lua_Control_getCursorUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1375,7 +1375,7 @@ int lua_Control_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont();
                 void* returnPtr = (void*)instance->getFont();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1405,7 +1405,7 @@ int lua_Control_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont(param1);
                 void* returnPtr = (void*)instance->getFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1574,7 +1574,7 @@ int lua_Control_getImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1583,7 +1583,7 @@ int lua_Control_getImageColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1626,7 +1626,7 @@ int lua_Control_getImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1635,7 +1635,7 @@ int lua_Control_getImageRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1678,7 +1678,7 @@ int lua_Control_getImageUVs(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1687,7 +1687,7 @@ int lua_Control_getImageUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1731,7 +1731,7 @@ int lua_Control_getMargin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getMargin());
                 void* returnPtr = (void*)&(instance->getMargin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1831,7 +1831,7 @@ int lua_Control_getPadding(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPadding());
                 void* returnPtr = (void*)&(instance->getPadding());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1910,7 +1910,7 @@ int lua_Control_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1940,7 +1940,7 @@ int lua_Control_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1984,7 +1984,7 @@ int lua_Control_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2014,7 +2014,7 @@ int lua_Control_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2093,7 +2093,7 @@ int lua_Control_getStyle(lua_State* state)
                 void* returnPtr = (void*)instance->getStyle();
                 void* returnPtr = (void*)instance->getStyle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeStyle");
                     luaL_getmetatable(state, "ThemeStyle");
@@ -2193,7 +2193,7 @@ int lua_Control_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor());
                 void* returnPtr = (void*)&(instance->getTextColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2223,7 +2223,7 @@ int lua_Control_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2634,7 +2634,7 @@ int lua_Control_removeListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -2676,10 +2676,10 @@ int lua_Control_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -2756,7 +2756,7 @@ int lua_Control_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2785,7 +2785,7 @@ int lua_Control_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2829,7 +2829,7 @@ int lua_Control_setAutoHeight(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->setAutoHeight(param1);
                 instance->setAutoHeight(param1);
@@ -2865,7 +2865,7 @@ int lua_Control_setAutoWidth(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->setAutoWidth(param1);
                 instance->setAutoWidth(param1);
@@ -2984,7 +2984,7 @@ int lua_Control_setBounds(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3025,7 +3025,7 @@ int lua_Control_setConsumeInputEvents(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->setConsumeInputEvents(param1);
                 instance->setConsumeInputEvents(param1);
@@ -3063,7 +3063,7 @@ int lua_Control_setCursorColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3109,7 +3109,7 @@ int lua_Control_setCursorRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3153,7 +3153,7 @@ int lua_Control_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -3226,7 +3226,7 @@ int lua_Control_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3251,7 +3251,7 @@ int lua_Control_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3390,11 +3390,11 @@ int lua_Control_setImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3419,11 +3419,11 @@ int lua_Control_setImageColor(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3468,11 +3468,11 @@ int lua_Control_setImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3497,11 +3497,11 @@ int lua_Control_setImageRegion(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3780,7 +3780,7 @@ int lua_Control_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3805,7 +3805,7 @@ int lua_Control_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3850,7 +3850,7 @@ int lua_Control_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3875,7 +3875,7 @@ int lua_Control_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3956,7 +3956,7 @@ int lua_Control_setStyle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param1 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
@@ -4056,7 +4056,7 @@ int lua_Control_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4081,7 +4081,7 @@ int lua_Control_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4125,7 +4125,7 @@ int lua_Control_setTextRightToLeft(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->setTextRightToLeft(param1);
                 instance->setTextRightToLeft(param1);
@@ -4144,7 +4144,7 @@ int lua_Control_setTextRightToLeft(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
@@ -4183,7 +4183,7 @@ int lua_Control_setVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Control* instance = getInstance(state);
                 Control* instance = getInstance(state);
                 instance->setVisible(param1);
                 instance->setVisible(param1);

+ 4 - 4
gameplay/src/lua/lua_ControlListener.cpp

@@ -30,14 +30,14 @@ void luaRegister_ControlListener()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("Control");
     scopePath.push_back("Control");
 
 
-    ScriptUtil::registerClass("ControlListener", lua_members, NULL, lua_ControlListener__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("ControlListener", lua_members, NULL, lua_ControlListener__gc, lua_statics, scopePath);
 }
 }
 
 
 static Control::Listener* getInstance(lua_State* state)
 static Control::Listener* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "ControlListener");
     void* userdata = luaL_checkudata(state, 1, "ControlListener");
     luaL_argcheck(state, userdata != NULL, 1, "'ControlListener' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'ControlListener' expected.");
-    return (Control::Listener*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Control::Listener*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_ControlListener__gc(lua_State* state)
 int lua_ControlListener__gc(lua_State* state)
@@ -54,7 +54,7 @@ int lua_ControlListener__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "ControlListener");
                 void* userdata = luaL_checkudata(state, 1, "ControlListener");
                 luaL_argcheck(state, userdata != NULL, 1, "'ControlListener' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'ControlListener' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Control::Listener* instance = (Control::Listener*)object->instance;
                     Control::Listener* instance = (Control::Listener*)object->instance;
@@ -94,7 +94,7 @@ int lua_ControlListener_controlEvent(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control> param1 = ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control> param1 = gameplay::ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");

+ 63 - 23
gameplay/src/lua/lua_Curve.cpp

@@ -35,14 +35,14 @@ void luaRegister_Curve()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Curve", lua_members, NULL, lua_Curve__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Curve", lua_members, NULL, lua_Curve__gc, lua_statics, scopePath);
 }
 }
 
 
 static Curve* getInstance(lua_State* state)
 static Curve* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Curve");
     void* userdata = luaL_checkudata(state, 1, "Curve");
     luaL_argcheck(state, userdata != NULL, 1, "'Curve' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Curve' expected.");
-    return (Curve*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Curve*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Curve__gc(lua_State* state)
 int lua_Curve__gc(lua_State* state)
@@ -59,7 +59,7 @@ int lua_Curve__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Curve");
                 void* userdata = luaL_checkudata(state, 1, "Curve");
                 luaL_argcheck(state, userdata != NULL, 1, "'Curve' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Curve' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Curve* instance = (Curve*)object->instance;
                     Curve* instance = (Curve*)object->instance;
@@ -125,21 +125,61 @@ int lua_Curve_evaluate(lua_State* state)
     {
     {
         case 3:
         case 3:
         {
         {
-            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
-                lua_type(state, 2) == LUA_TNUMBER &&
-                (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
+            do
             {
             {
-                // Get parameter 1 off the stack.
-                float param1 = (float)luaL_checknumber(state, 2);
+                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                    lua_type(state, 2) == LUA_TNUMBER &&
+                    (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
+                {
+                    // Get parameter 1 off the stack.
+                    float param1 = (float)luaL_checknumber(state, 2);
 
 
-                // Get parameter 2 off the stack.
-                ScriptUtil::LuaArray<float> param2 = ScriptUtil::getFloatPointer(3);
+                    // Get parameter 2 off the stack.
+                    gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
 
 
-                Curve* instance = getInstance(state);
-                instance->evaluate(param1, param2);
-                
-                return 0;
-            }
+                    Curve* instance = getInstance(state);
+                    instance->evaluate(param1, param2);
+                    
+                    return 0;
+                }
+            } while (0);
+
+            lua_pushstring(state, "lua_Curve_evaluate - 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_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA))
+                {
+                    // 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.
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
+
+                    Curve* instance = getInstance(state);
+                    instance->evaluate(param1, param2, param3, param4, param5);
+                    
+                    return 0;
+                }
+            } while (0);
 
 
             lua_pushstring(state, "lua_Curve_evaluate - Failed to match the given parameters to a valid function signature.");
             lua_pushstring(state, "lua_Curve_evaluate - Failed to match the given parameters to a valid function signature.");
             lua_error(state);
             lua_error(state);
@@ -147,7 +187,7 @@ int lua_Curve_evaluate(lua_State* state)
         }
         }
         default:
         default:
         {
         {
-            lua_pushstring(state, "Invalid number of parameters (expected 3).");
+            lua_pushstring(state, "Invalid number of parameters (expected 3 or 6).");
             lua_error(state);
             lua_error(state);
             break;
             break;
         }
         }
@@ -387,7 +427,7 @@ int lua_Curve_setPoint(lua_State* state)
                     float param2 = (float)luaL_checknumber(state, 3);
                     float param2 = (float)luaL_checknumber(state, 3);
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                    gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     Curve::InterpolationType param4 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 5));
                     Curve::InterpolationType param4 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 5));
@@ -422,16 +462,16 @@ int lua_Curve_setPoint(lua_State* state)
                     float param2 = (float)luaL_checknumber(state, 3);
                     float param2 = (float)luaL_checknumber(state, 3);
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                    gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     Curve::InterpolationType param4 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 5));
                     Curve::InterpolationType param4 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 5));
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     Curve* instance = getInstance(state);
                     Curve* instance = getInstance(state);
                     instance->setPoint(param1, param2, param3, param4, param5, param6);
                     instance->setPoint(param1, param2, param3, param4, param5, param6);
@@ -477,10 +517,10 @@ int lua_Curve_setTangent(lua_State* state)
                 Curve::InterpolationType param2 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 3));
                 Curve::InterpolationType param2 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 3));
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 Curve* instance = getInstance(state);
                 Curve* instance = getInstance(state);
                 instance->setTangent(param1, param2, param3, param4);
                 instance->setTangent(param1, param2, param3, param4);
@@ -524,7 +564,7 @@ int lua_Curve_static_create(lua_State* state)
                 void* returnPtr = (void*)Curve::create(param1, param2);
                 void* returnPtr = (void*)Curve::create(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Curve");
                     luaL_getmetatable(state, "Curve");

+ 7 - 7
gameplay/src/lua/lua_DepthStencilTarget.cpp

@@ -31,14 +31,14 @@ void luaRegister_DepthStencilTarget()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("DepthStencilTarget", lua_members, NULL, lua_DepthStencilTarget__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("DepthStencilTarget", lua_members, NULL, lua_DepthStencilTarget__gc, lua_statics, scopePath);
 }
 }
 
 
 static DepthStencilTarget* getInstance(lua_State* state)
 static DepthStencilTarget* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "DepthStencilTarget");
     void* userdata = luaL_checkudata(state, 1, "DepthStencilTarget");
     luaL_argcheck(state, userdata != NULL, 1, "'DepthStencilTarget' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'DepthStencilTarget' expected.");
-    return (DepthStencilTarget*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (DepthStencilTarget*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_DepthStencilTarget__gc(lua_State* state)
 int lua_DepthStencilTarget__gc(lua_State* state)
@@ -55,7 +55,7 @@ int lua_DepthStencilTarget__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "DepthStencilTarget");
                 void* userdata = luaL_checkudata(state, 1, "DepthStencilTarget");
                 luaL_argcheck(state, userdata != NULL, 1, "'DepthStencilTarget' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'DepthStencilTarget' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     DepthStencilTarget* instance = (DepthStencilTarget*)object->instance;
                     DepthStencilTarget* instance = (DepthStencilTarget*)object->instance;
@@ -334,7 +334,7 @@ int lua_DepthStencilTarget_static_create(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 DepthStencilTarget::Format param2 = (DepthStencilTarget::Format)lua_enumFromString_DepthStencilTargetFormat(luaL_checkstring(state, 2));
                 DepthStencilTarget::Format param2 = (DepthStencilTarget::Format)lua_enumFromString_DepthStencilTargetFormat(luaL_checkstring(state, 2));
@@ -348,7 +348,7 @@ int lua_DepthStencilTarget_static_create(lua_State* state)
                 void* returnPtr = (void*)DepthStencilTarget::create(param1, param2, param3, param4);
                 void* returnPtr = (void*)DepthStencilTarget::create(param1, param2, param3, param4);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "DepthStencilTarget");
                     luaL_getmetatable(state, "DepthStencilTarget");
@@ -389,12 +389,12 @@ int lua_DepthStencilTarget_static_getDepthStencilTarget(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)DepthStencilTarget::getDepthStencilTarget(param1);
                 void* returnPtr = (void*)DepthStencilTarget::getDepthStencilTarget(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "DepthStencilTarget");
                     luaL_getmetatable(state, "DepthStencilTarget");

+ 59 - 59
gameplay/src/lua/lua_Effect.cpp

@@ -34,14 +34,14 @@ void luaRegister_Effect()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Effect", lua_members, NULL, lua_Effect__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Effect", lua_members, NULL, lua_Effect__gc, lua_statics, scopePath);
 }
 }
 
 
 static Effect* getInstance(lua_State* state)
 static Effect* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Effect");
     void* userdata = luaL_checkudata(state, 1, "Effect");
     luaL_argcheck(state, userdata != NULL, 1, "'Effect' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Effect' expected.");
-    return (Effect*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Effect*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Effect__gc(lua_State* state)
 int lua_Effect__gc(lua_State* state)
@@ -58,7 +58,7 @@ int lua_Effect__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Effect");
                 void* userdata = luaL_checkudata(state, 1, "Effect");
                 luaL_argcheck(state, userdata != NULL, 1, "'Effect' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Effect' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Effect* instance = (Effect*)object->instance;
                     Effect* instance = (Effect*)object->instance;
@@ -232,13 +232,13 @@ int lua_Effect_getUniform(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Effect* instance = getInstance(state);
                     Effect* instance = getInstance(state);
                     void* returnPtr = (void*)instance->getUniform(param1);
                     void* returnPtr = (void*)instance->getUniform(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Uniform");
                         luaL_getmetatable(state, "Uniform");
@@ -265,7 +265,7 @@ int lua_Effect_getUniform(lua_State* state)
                     void* returnPtr = (void*)instance->getUniform(param1);
                     void* returnPtr = (void*)instance->getUniform(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Uniform");
                         luaL_getmetatable(state, "Uniform");
@@ -343,13 +343,13 @@ int lua_Effect_getVertexAttribute(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Effect* instance = getInstance(state);
                 Effect* instance = getInstance(state);
                 void* returnPtr = (void*)new GLint(instance->getVertexAttribute(param1));
                 void* returnPtr = (void*)new GLint(instance->getVertexAttribute(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "GLint");
                     luaL_getmetatable(state, "GLint");
@@ -427,7 +427,7 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -449,12 +449,12 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    ScriptUtil::LuaArray<float> param2 = ScriptUtil::getFloatPointer(3);
+                    gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
 
 
                     Effect* instance = getInstance(state);
                     Effect* instance = getInstance(state);
                     instance->setValue(param1, param2);
                     instance->setValue(param1, param2);
@@ -471,7 +471,7 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -493,12 +493,12 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    ScriptUtil::LuaArray<int> param2 = ScriptUtil::getIntPointer(3);
+                    gameplay::ScriptUtil::LuaArray<int> param2 = gameplay::ScriptUtil::getIntPointer(3);
 
 
                     Effect* instance = getInstance(state);
                     Effect* instance = getInstance(state);
                     instance->setValue(param1, param2);
                     instance->setValue(param1, param2);
@@ -515,13 +515,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -540,13 +540,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -565,13 +565,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector2> param2 = ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -590,13 +590,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector2> param2 = ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -615,13 +615,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -640,13 +640,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -665,13 +665,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -690,13 +690,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -715,13 +715,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Texture::Sampler> param2 = ScriptUtil::getObjectPointer<Texture::Sampler>(3, "TextureSampler", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Texture::Sampler> param2 = gameplay::ScriptUtil::getObjectPointer<Texture::Sampler>(3, "TextureSampler", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -747,12 +747,12 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    ScriptUtil::LuaArray<float> param2 = ScriptUtil::getFloatPointer(3);
+                    gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
@@ -773,12 +773,12 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    ScriptUtil::LuaArray<int> param2 = ScriptUtil::getIntPointer(3);
+                    gameplay::ScriptUtil::LuaArray<int> param2 = gameplay::ScriptUtil::getIntPointer(3);
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
@@ -799,13 +799,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -828,13 +828,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector2> param2 = ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -857,13 +857,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -886,13 +886,13 @@ int lua_Effect_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Uniform> param1 = ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -934,15 +934,15 @@ int lua_Effect_static_createFromFile(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(2, false);
+                const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                 void* returnPtr = (void*)Effect::createFromFile(param1, param2);
                 void* returnPtr = (void*)Effect::createFromFile(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Effect");
                     luaL_getmetatable(state, "Effect");
@@ -967,18 +967,18 @@ int lua_Effect_static_createFromFile(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(2, false);
+                const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                const char* param3 = ScriptUtil::getString(3, false);
+                const char* param3 = gameplay::ScriptUtil::getString(3, false);
 
 
                 void* returnPtr = (void*)Effect::createFromFile(param1, param2, param3);
                 void* returnPtr = (void*)Effect::createFromFile(param1, param2, param3);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Effect");
                     luaL_getmetatable(state, "Effect");
@@ -1020,15 +1020,15 @@ int lua_Effect_static_createFromSource(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(2, false);
+                const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                 void* returnPtr = (void*)Effect::createFromSource(param1, param2);
                 void* returnPtr = (void*)Effect::createFromSource(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Effect");
                     luaL_getmetatable(state, "Effect");
@@ -1053,18 +1053,18 @@ int lua_Effect_static_createFromSource(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(2, false);
+                const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                const char* param3 = ScriptUtil::getString(3, false);
+                const char* param3 = gameplay::ScriptUtil::getString(3, false);
 
 
                 void* returnPtr = (void*)Effect::createFromSource(param1, param2, param3);
                 void* returnPtr = (void*)Effect::createFromSource(param1, param2, param3);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Effect");
                     luaL_getmetatable(state, "Effect");
@@ -1105,7 +1105,7 @@ int lua_Effect_static_getCurrentEffect(lua_State* state)
             void* returnPtr = (void*)Effect::getCurrentEffect();
             void* returnPtr = (void*)Effect::getCurrentEffect();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "Effect");
                 luaL_getmetatable(state, "Effect");

+ 14 - 14
gameplay/src/lua/lua_FileSystem.cpp

@@ -30,14 +30,14 @@ void luaRegister_FileSystem()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("FileSystem", lua_members, NULL, lua_FileSystem__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("FileSystem", lua_members, NULL, lua_FileSystem__gc, lua_statics, scopePath);
 }
 }
 
 
 static FileSystem* getInstance(lua_State* state)
 static FileSystem* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "FileSystem");
     void* userdata = luaL_checkudata(state, 1, "FileSystem");
     luaL_argcheck(state, userdata != NULL, 1, "'FileSystem' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'FileSystem' expected.");
-    return (FileSystem*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (FileSystem*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_FileSystem__gc(lua_State* state)
 int lua_FileSystem__gc(lua_State* state)
@@ -54,7 +54,7 @@ int lua_FileSystem__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "FileSystem");
                 void* userdata = luaL_checkudata(state, 1, "FileSystem");
                 luaL_argcheck(state, userdata != NULL, 1, "'FileSystem' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'FileSystem' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     FileSystem* instance = (FileSystem*)object->instance;
                     FileSystem* instance = (FileSystem*)object->instance;
@@ -91,7 +91,7 @@ int lua_FileSystem_static_createFileFromAsset(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 FileSystem::createFileFromAsset(param1);
                 FileSystem::createFileFromAsset(param1);
                 
                 
@@ -125,7 +125,7 @@ int lua_FileSystem_static_fileExists(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 bool result = FileSystem::fileExists(param1);
                 bool result = FileSystem::fileExists(param1);
 
 
@@ -162,7 +162,7 @@ int lua_FileSystem_static_getExtension(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 std::string result = FileSystem::getExtension(param1);
                 std::string result = FileSystem::getExtension(param1);
 
 
@@ -227,7 +227,7 @@ int lua_FileSystem_static_isAbsolutePath(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 bool result = FileSystem::isAbsolutePath(param1);
                 bool result = FileSystem::isAbsolutePath(param1);
 
 
@@ -266,7 +266,7 @@ int lua_FileSystem_static_loadResourceAliases(lua_State* state)
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     FileSystem::loadResourceAliases(param1);
                     FileSystem::loadResourceAliases(param1);
                     
                     
@@ -280,7 +280,7 @@ int lua_FileSystem_static_loadResourceAliases(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Properties> param1 = ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param1 = gameplay::ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -317,7 +317,7 @@ int lua_FileSystem_static_readAll(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 const char* result = FileSystem::readAll(param1);
                 const char* result = FileSystem::readAll(param1);
 
 
@@ -337,10 +337,10 @@ int lua_FileSystem_static_readAll(lua_State* state)
                 (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                 (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                ScriptUtil::LuaArray<int> param2 = ScriptUtil::getIntPointer(2);
+                gameplay::ScriptUtil::LuaArray<int> param2 = gameplay::ScriptUtil::getIntPointer(2);
 
 
                 const char* result = FileSystem::readAll(param1, param2);
                 const char* result = FileSystem::readAll(param1, param2);
 
 
@@ -377,7 +377,7 @@ int lua_FileSystem_static_resolvePath(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 const char* result = FileSystem::resolvePath(param1);
                 const char* result = FileSystem::resolvePath(param1);
 
 
@@ -414,7 +414,7 @@ int lua_FileSystem_static_setResourcePath(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 FileSystem::setResourcePath(param1);
                 FileSystem::setResourcePath(param1);
                 
                 

+ 3 - 3
gameplay/src/lua/lua_FlowLayout.cpp

@@ -26,14 +26,14 @@ void luaRegister_FlowLayout()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("FlowLayout", lua_members, NULL, lua_FlowLayout__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("FlowLayout", lua_members, NULL, lua_FlowLayout__gc, lua_statics, scopePath);
 }
 }
 
 
 static FlowLayout* getInstance(lua_State* state)
 static FlowLayout* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "FlowLayout");
     void* userdata = luaL_checkudata(state, 1, "FlowLayout");
     luaL_argcheck(state, userdata != NULL, 1, "'FlowLayout' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'FlowLayout' expected.");
-    return (FlowLayout*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (FlowLayout*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_FlowLayout__gc(lua_State* state)
 int lua_FlowLayout__gc(lua_State* state)
@@ -50,7 +50,7 @@ int lua_FlowLayout__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "FlowLayout");
                 void* userdata = luaL_checkudata(state, 1, "FlowLayout");
                 luaL_argcheck(state, userdata != NULL, 1, "'FlowLayout' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'FlowLayout' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     FlowLayout* instance = (FlowLayout*)object->instance;
                     FlowLayout* instance = (FlowLayout*)object->instance;

+ 128 - 128
gameplay/src/lua/lua_Font.cpp

@@ -38,14 +38,14 @@ void luaRegister_Font()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Font", lua_members, NULL, lua_Font__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Font", lua_members, NULL, lua_Font__gc, lua_statics, scopePath);
 }
 }
 
 
 static Font* getInstance(lua_State* state)
 static Font* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Font");
     void* userdata = luaL_checkudata(state, 1, "Font");
     luaL_argcheck(state, userdata != NULL, 1, "'Font' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Font' expected.");
-    return (Font*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Font*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Font__gc(lua_State* state)
 int lua_Font__gc(lua_State* state)
@@ -62,7 +62,7 @@ int lua_Font__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Font");
                 void* userdata = luaL_checkudata(state, 1, "Font");
                 luaL_argcheck(state, userdata != NULL, 1, "'Font' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Font' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Font* instance = (Font*)object->instance;
                     Font* instance = (Font*)object->instance;
@@ -134,11 +134,11 @@ int lua_Font_createText(lua_State* state)
                 (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
                 (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -147,7 +147,7 @@ int lua_Font_createText(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
@@ -158,7 +158,7 @@ int lua_Font_createText(lua_State* state)
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3);
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "FontText");
                     luaL_getmetatable(state, "FontText");
@@ -185,11 +185,11 @@ int lua_Font_createText(lua_State* state)
                 lua_type(state, 5) == LUA_TNUMBER)
                 lua_type(state, 5) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -198,7 +198,7 @@ int lua_Font_createText(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
@@ -212,7 +212,7 @@ int lua_Font_createText(lua_State* state)
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4);
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "FontText");
                     luaL_getmetatable(state, "FontText");
@@ -240,11 +240,11 @@ int lua_Font_createText(lua_State* state)
                 (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL))
                 (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -253,7 +253,7 @@ int lua_Font_createText(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
@@ -270,7 +270,7 @@ int lua_Font_createText(lua_State* state)
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4, param5);
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4, param5);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "FontText");
                     luaL_getmetatable(state, "FontText");
@@ -299,11 +299,11 @@ int lua_Font_createText(lua_State* state)
                 lua_type(state, 7) == LUA_TBOOLEAN)
                 lua_type(state, 7) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -312,7 +312,7 @@ int lua_Font_createText(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
@@ -326,13 +326,13 @@ int lua_Font_createText(lua_State* state)
                 Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
                 Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
 
 
                 // Get parameter 6 off the stack.
                 // Get parameter 6 off the stack.
-                bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                 Font* instance = getInstance(state);
                 Font* instance = getInstance(state);
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "FontText");
                     luaL_getmetatable(state, "FontText");
@@ -362,11 +362,11 @@ int lua_Font_createText(lua_State* state)
                 lua_type(state, 8) == LUA_TBOOLEAN)
                 lua_type(state, 8) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -375,7 +375,7 @@ int lua_Font_createText(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
@@ -389,16 +389,16 @@ int lua_Font_createText(lua_State* state)
                 Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
                 Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
 
 
                 // Get parameter 6 off the stack.
                 // Get parameter 6 off the stack.
-                bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                 // Get parameter 7 off the stack.
                 // Get parameter 7 off the stack.
-                bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                 Font* instance = getInstance(state);
                 Font* instance = getInstance(state);
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4, param5, param6, param7);
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4, param5, param6, param7);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "FontText");
                     luaL_getmetatable(state, "FontText");
@@ -429,11 +429,11 @@ int lua_Font_createText(lua_State* state)
                 (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TTABLE || lua_type(state, 9) == LUA_TNIL))
                 (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TTABLE || lua_type(state, 9) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -442,7 +442,7 @@ int lua_Font_createText(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
@@ -456,14 +456,14 @@ int lua_Font_createText(lua_State* state)
                 Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
                 Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
 
 
                 // Get parameter 6 off the stack.
                 // Get parameter 6 off the stack.
-                bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                 // Get parameter 7 off the stack.
                 // Get parameter 7 off the stack.
-                bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                 // Get parameter 8 off the stack.
                 // Get parameter 8 off the stack.
                 bool param8Valid;
                 bool param8Valid;
-                ScriptUtil::LuaArray<Rectangle> param8 = ScriptUtil::getObjectPointer<Rectangle>(9, "Rectangle", false, &param8Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param8 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(9, "Rectangle", false, &param8Valid);
                 if (!param8Valid)
                 if (!param8Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 8 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 8 to type 'Rectangle'.");
@@ -474,7 +474,7 @@ int lua_Font_createText(lua_State* state)
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4, param5, param6, param7, param8);
                 void* returnPtr = (void*)instance->createText(param1, *param2, *param3, param4, param5, param6, param7, param8);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "FontText");
                     luaL_getmetatable(state, "FontText");
@@ -519,7 +519,7 @@ int lua_Font_drawText(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Font::Text> param1 = ScriptUtil::getObjectPointer<Font::Text>(2, "FontText", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Font::Text> param1 = gameplay::ScriptUtil::getObjectPointer<Font::Text>(2, "FontText", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -544,17 +544,17 @@ int lua_Font_drawText(lua_State* state)
                     (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
                     (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -580,7 +580,7 @@ int lua_Font_drawText(lua_State* state)
                     (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL))
                     (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -590,7 +590,7 @@ int lua_Font_drawText(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Vector4> param4 = ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param4 = gameplay::ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -610,17 +610,17 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 5) == LUA_TNUMBER)
                     lua_type(state, 5) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -650,7 +650,7 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 6) == LUA_TNUMBER)
                     lua_type(state, 6) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -660,7 +660,7 @@ int lua_Font_drawText(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Vector4> param4 = ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param4 = gameplay::ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -684,17 +684,17 @@ int lua_Font_drawText(lua_State* state)
                     (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL))
                     (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -728,7 +728,7 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 7) == LUA_TBOOLEAN)
                     lua_type(state, 7) == LUA_TBOOLEAN)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -738,7 +738,7 @@ int lua_Font_drawText(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Vector4> param4 = ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param4 = gameplay::ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -746,7 +746,7 @@ int lua_Font_drawText(lua_State* state)
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 6);
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                     Font* instance = getInstance(state);
                     Font* instance = getInstance(state);
                     instance->drawText(param1, param2, param3, *param4, param5, param6);
                     instance->drawText(param1, param2, param3, *param4, param5, param6);
@@ -766,17 +766,17 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 7) == LUA_TBOOLEAN)
                     lua_type(state, 7) == LUA_TBOOLEAN)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -787,7 +787,7 @@ int lua_Font_drawText(lua_State* state)
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                     Font* instance = getInstance(state);
                     Font* instance = getInstance(state);
                     instance->drawText(param1, *param2, *param3, param4, param5, param6);
                     instance->drawText(param1, *param2, *param3, param4, param5, param6);
@@ -814,7 +814,7 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 8) == LUA_TNUMBER)
                     lua_type(state, 8) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -853,17 +853,17 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 8) == LUA_TBOOLEAN)
                     lua_type(state, 8) == LUA_TBOOLEAN)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -874,10 +874,10 @@ int lua_Font_drawText(lua_State* state)
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                    bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                     Font* instance = getInstance(state);
                     Font* instance = getInstance(state);
                     instance->drawText(param1, *param2, *param3, param4, param5, param6, param7);
                     instance->drawText(param1, *param2, *param3, param4, param5, param6, param7);
@@ -905,7 +905,7 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 9) == LUA_TNUMBER)
                     lua_type(state, 9) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -948,17 +948,17 @@ int lua_Font_drawText(lua_State* state)
                     (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TTABLE || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TTABLE || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -969,14 +969,14 @@ int lua_Font_drawText(lua_State* state)
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                    bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     bool param8Valid;
                     bool param8Valid;
-                    ScriptUtil::LuaArray<Rectangle> param8 = ScriptUtil::getObjectPointer<Rectangle>(9, "Rectangle", false, &param8Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param8 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(9, "Rectangle", false, &param8Valid);
                     if (!param8Valid)
                     if (!param8Valid)
                         break;
                         break;
 
 
@@ -1007,7 +1007,7 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 10) == LUA_TBOOLEAN)
                     lua_type(state, 10) == LUA_TBOOLEAN)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -1031,7 +1031,7 @@ int lua_Font_drawText(lua_State* state)
                     unsigned int param8 = (unsigned int)luaL_checkunsigned(state, 9);
                     unsigned int param8 = (unsigned int)luaL_checkunsigned(state, 9);
 
 
                     // Get parameter 9 off the stack.
                     // Get parameter 9 off the stack.
-                    bool param9 = ScriptUtil::luaCheckBool(state, 10);
+                    bool param9 = gameplay::ScriptUtil::luaCheckBool(state, 10);
 
 
                     Font* instance = getInstance(state);
                     Font* instance = getInstance(state);
                     instance->drawText(param1, param2, param3, param4, param5, param6, param7, param8, param9);
                     instance->drawText(param1, param2, param3, param4, param5, param6, param7, param8, param9);
@@ -1104,11 +1104,11 @@ int lua_Font_getIndexAtLocation(lua_State* state)
                 (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TNIL))
                 (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -1120,7 +1120,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector2> param4 = ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", true, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param4 = gameplay::ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", true, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
@@ -1129,7 +1129,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Vector2> param5 = ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", false, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param5 = gameplay::ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", false, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector2'.");
@@ -1160,11 +1160,11 @@ int lua_Font_getIndexAtLocation(lua_State* state)
                 (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -1176,7 +1176,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector2> param4 = ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", true, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param4 = gameplay::ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", true, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
@@ -1185,7 +1185,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Vector2> param5 = ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", false, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param5 = gameplay::ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", false, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector2'.");
@@ -1220,11 +1220,11 @@ int lua_Font_getIndexAtLocation(lua_State* state)
                 lua_type(state, 8) == LUA_TBOOLEAN)
                 lua_type(state, 8) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -1236,7 +1236,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector2> param4 = ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", true, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param4 = gameplay::ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", true, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
@@ -1245,7 +1245,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Vector2> param5 = ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", false, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param5 = gameplay::ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", false, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector2'.");
@@ -1256,7 +1256,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
                 Font::Justify param6 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 7));
                 Font::Justify param6 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 7));
 
 
                 // Get parameter 7 off the stack.
                 // Get parameter 7 off the stack.
-                bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                 Font* instance = getInstance(state);
                 Font* instance = getInstance(state);
                 int result = instance->getIndexAtLocation(param1, *param2, param3, *param4, param5, param6, param7);
                 int result = instance->getIndexAtLocation(param1, *param2, param3, *param4, param5, param6, param7);
@@ -1284,11 +1284,11 @@ int lua_Font_getIndexAtLocation(lua_State* state)
                 lua_type(state, 9) == LUA_TBOOLEAN)
                 lua_type(state, 9) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -1300,7 +1300,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector2> param4 = ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", true, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param4 = gameplay::ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", true, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
@@ -1309,7 +1309,7 @@ int lua_Font_getIndexAtLocation(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Vector2> param5 = ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", false, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param5 = gameplay::ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", false, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Vector2'.");
@@ -1320,10 +1320,10 @@ int lua_Font_getIndexAtLocation(lua_State* state)
                 Font::Justify param6 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 7));
                 Font::Justify param6 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 7));
 
 
                 // Get parameter 7 off the stack.
                 // Get parameter 7 off the stack.
-                bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                 // Get parameter 8 off the stack.
                 // Get parameter 8 off the stack.
-                bool param8 = ScriptUtil::luaCheckBool(state, 9);
+                bool param8 = gameplay::ScriptUtil::luaCheckBool(state, 9);
 
 
                 Font* instance = getInstance(state);
                 Font* instance = getInstance(state);
                 int result = instance->getIndexAtLocation(param1, *param2, param3, *param4, param5, param6, param7, param8);
                 int result = instance->getIndexAtLocation(param1, *param2, param3, *param4, param5, param6, param7, param8);
@@ -1366,11 +1366,11 @@ int lua_Font_getLocationAtIndex(lua_State* state)
                 lua_type(state, 6) == LUA_TNUMBER)
                 lua_type(state, 6) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -1382,7 +1382,7 @@ int lua_Font_getLocationAtIndex(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector2> param4 = ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param4 = gameplay::ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
@@ -1413,11 +1413,11 @@ int lua_Font_getLocationAtIndex(lua_State* state)
                 (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -1429,7 +1429,7 @@ int lua_Font_getLocationAtIndex(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector2> param4 = ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param4 = gameplay::ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
@@ -1464,11 +1464,11 @@ int lua_Font_getLocationAtIndex(lua_State* state)
                 lua_type(state, 8) == LUA_TBOOLEAN)
                 lua_type(state, 8) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -1480,7 +1480,7 @@ int lua_Font_getLocationAtIndex(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector2> param4 = ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param4 = gameplay::ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
@@ -1494,7 +1494,7 @@ int lua_Font_getLocationAtIndex(lua_State* state)
                 Font::Justify param6 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 7));
                 Font::Justify param6 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 7));
 
 
                 // Get parameter 7 off the stack.
                 // Get parameter 7 off the stack.
-                bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                 Font* instance = getInstance(state);
                 Font* instance = getInstance(state);
                 instance->getLocationAtIndex(param1, *param2, param3, param4, param5, param6, param7);
                 instance->getLocationAtIndex(param1, *param2, param3, param4, param5, param6, param7);
@@ -1519,11 +1519,11 @@ int lua_Font_getLocationAtIndex(lua_State* state)
                 lua_type(state, 9) == LUA_TBOOLEAN)
                 lua_type(state, 9) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -1535,7 +1535,7 @@ int lua_Font_getLocationAtIndex(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector2> param4 = ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param4 = gameplay::ScriptUtil::getObjectPointer<Vector2>(5, "Vector2", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector2'.");
@@ -1549,10 +1549,10 @@ int lua_Font_getLocationAtIndex(lua_State* state)
                 Font::Justify param6 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 7));
                 Font::Justify param6 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 7));
 
 
                 // Get parameter 7 off the stack.
                 // Get parameter 7 off the stack.
-                bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                 // Get parameter 8 off the stack.
                 // Get parameter 8 off the stack.
-                bool param8 = ScriptUtil::luaCheckBool(state, 9);
+                bool param8 = gameplay::ScriptUtil::luaCheckBool(state, 9);
 
 
                 Font* instance = getInstance(state);
                 Font* instance = getInstance(state);
                 instance->getLocationAtIndex(param1, *param2, param3, param4, param5, param6, param7, param8);
                 instance->getLocationAtIndex(param1, *param2, param3, param4, param5, param6, param7, param8);
@@ -1660,7 +1660,7 @@ int lua_Font_getSpriteBatch(lua_State* state)
                 void* returnPtr = (void*)instance->getSpriteBatch();
                 void* returnPtr = (void*)instance->getSpriteBatch();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "SpriteBatch");
                     luaL_getmetatable(state, "SpriteBatch");
@@ -1707,16 +1707,16 @@ int lua_Font_measureText(lua_State* state)
                     (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA))
                     (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
                     unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param3 = ScriptUtil::getUnsignedIntPointer(4);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param3 = gameplay::ScriptUtil::getUnsignedIntPointer(4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     Font* instance = getInstance(state);
                     Font* instance = getInstance(state);
                     instance->measureText(param1, param2, param3, param4);
                     instance->measureText(param1, param2, param3, param4);
@@ -1734,11 +1734,11 @@ int lua_Font_measureText(lua_State* state)
                     (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL))
                     (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1747,7 +1747,7 @@ int lua_Font_measureText(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Rectangle> param4 = ScriptUtil::getObjectPointer<Rectangle>(5, "Rectangle", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param4 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(5, "Rectangle", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -1774,11 +1774,11 @@ int lua_Font_measureText(lua_State* state)
                     (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL))
                     (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1787,7 +1787,7 @@ int lua_Font_measureText(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Rectangle> param4 = ScriptUtil::getObjectPointer<Rectangle>(5, "Rectangle", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param4 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(5, "Rectangle", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -1818,11 +1818,11 @@ int lua_Font_measureText(lua_State* state)
                     lua_type(state, 7) == LUA_TBOOLEAN)
                     lua_type(state, 7) == LUA_TBOOLEAN)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1831,7 +1831,7 @@ int lua_Font_measureText(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Rectangle> param4 = ScriptUtil::getObjectPointer<Rectangle>(5, "Rectangle", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param4 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(5, "Rectangle", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -1839,7 +1839,7 @@ int lua_Font_measureText(lua_State* state)
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                     Font* instance = getInstance(state);
                     Font* instance = getInstance(state);
                     instance->measureText(param1, *param2, param3, param4, param5, param6);
                     instance->measureText(param1, *param2, param3, param4, param5, param6);
@@ -1866,11 +1866,11 @@ int lua_Font_measureText(lua_State* state)
                     lua_type(state, 8) == LUA_TBOOLEAN)
                     lua_type(state, 8) == LUA_TBOOLEAN)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1879,7 +1879,7 @@ int lua_Font_measureText(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Rectangle> param4 = ScriptUtil::getObjectPointer<Rectangle>(5, "Rectangle", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param4 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(5, "Rectangle", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -1887,10 +1887,10 @@ int lua_Font_measureText(lua_State* state)
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
                     Font::Justify param5 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 6));
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 7);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    bool param7 = ScriptUtil::luaCheckBool(state, 8);
+                    bool param7 = gameplay::ScriptUtil::luaCheckBool(state, 8);
 
 
                     Font* instance = getInstance(state);
                     Font* instance = getInstance(state);
                     instance->measureText(param1, *param2, param3, param4, param5, param6, param7);
                     instance->measureText(param1, *param2, param3, param4, param5, param6, param7);
@@ -1990,12 +1990,12 @@ int lua_Font_static_create(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)Font::create(param1);
                 void* returnPtr = (void*)Font::create(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -2019,15 +2019,15 @@ int lua_Font_static_create(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(2, false);
+                const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                 void* returnPtr = (void*)Font::create(param1, param2);
                 void* returnPtr = (void*)Font::create(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -2068,7 +2068,7 @@ int lua_Font_static_getJustify(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 Font::Justify result = Font::getJustify(param1);
                 Font::Justify result = Font::getJustify(param1);
 
 

+ 5 - 5
gameplay/src/lua/lua_FontText.cpp

@@ -23,14 +23,14 @@ void luaRegister_FontText()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("Font");
     scopePath.push_back("Font");
 
 
-    ScriptUtil::registerClass("FontText", lua_members, lua_FontText__init, lua_FontText__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("FontText", lua_members, lua_FontText__init, lua_FontText__gc, lua_statics, scopePath);
 }
 }
 
 
 static Font::Text* getInstance(lua_State* state)
 static Font::Text* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "FontText");
     void* userdata = luaL_checkudata(state, 1, "FontText");
     luaL_argcheck(state, userdata != NULL, 1, "'FontText' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'FontText' expected.");
-    return (Font::Text*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Font::Text*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_FontText__gc(lua_State* state)
 int lua_FontText__gc(lua_State* state)
@@ -47,7 +47,7 @@ int lua_FontText__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "FontText");
                 void* userdata = luaL_checkudata(state, 1, "FontText");
                 luaL_argcheck(state, userdata != NULL, 1, "'FontText' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'FontText' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Font::Text* instance = (Font::Text*)object->instance;
                     Font::Text* instance = (Font::Text*)object->instance;
@@ -84,12 +84,12 @@ int lua_FontText__init(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)new Font::Text(param1);
                 void* returnPtr = (void*)new Font::Text(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "FontText");
                     luaL_getmetatable(state, "FontText");

+ 113 - 113
gameplay/src/lua/lua_Form.cpp

@@ -154,14 +154,14 @@ void luaRegister_Form()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Form", lua_members, NULL, lua_Form__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Form", lua_members, NULL, lua_Form__gc, lua_statics, scopePath);
 }
 }
 
 
 static Form* getInstance(lua_State* state)
 static Form* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Form");
     void* userdata = luaL_checkudata(state, 1, "Form");
     luaL_argcheck(state, userdata != NULL, 1, "'Form' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Form' expected.");
-    return (Form*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Form*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Form__gc(lua_State* state)
 int lua_Form__gc(lua_State* state)
@@ -178,7 +178,7 @@ int lua_Form__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Form");
                 void* userdata = luaL_checkudata(state, 1, "Form");
                 luaL_argcheck(state, userdata != NULL, 1, "'Form' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Form' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Form* instance = (Form*)object->instance;
                     Form* instance = (Form*)object->instance;
@@ -217,7 +217,7 @@ int lua_Form_addControl(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control> param1 = ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control> param1 = gameplay::ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
@@ -263,7 +263,7 @@ int lua_Form_addListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -340,10 +340,10 @@ int lua_Form_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -382,16 +382,16 @@ int lua_Form_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Form* instance = getInstance(state);
                     Form* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -413,11 +413,11 @@ int lua_Form_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -425,7 +425,7 @@ int lua_Form_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -457,7 +457,7 @@ int lua_Form_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -466,10 +466,10 @@ int lua_Form_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -478,7 +478,7 @@ int lua_Form_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -512,7 +512,7 @@ int lua_Form_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -521,16 +521,16 @@ int lua_Form_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -539,7 +539,7 @@ int lua_Form_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -587,16 +587,16 @@ int lua_Form_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -608,7 +608,7 @@ int lua_Form_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -655,16 +655,16 @@ int lua_Form_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -676,7 +676,7 @@ int lua_Form_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -732,7 +732,7 @@ int lua_Form_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -837,7 +837,7 @@ int lua_Form_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -861,13 +861,13 @@ int lua_Form_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -953,7 +953,7 @@ int lua_Form_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -1066,7 +1066,7 @@ int lua_Form_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder());
                 void* returnPtr = (void*)&(instance->getBorder());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1096,7 +1096,7 @@ int lua_Form_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1140,7 +1140,7 @@ int lua_Form_getBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBounds());
                 void* returnPtr = (void*)&(instance->getBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1184,7 +1184,7 @@ int lua_Form_getClip(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClip());
                 void* returnPtr = (void*)&(instance->getClip());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1228,7 +1228,7 @@ int lua_Form_getClipBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1313,7 +1313,7 @@ int lua_Form_getControl(lua_State* state)
                     void* returnPtr = (void*)instance->getControl(param1);
                     void* returnPtr = (void*)instance->getControl(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Control");
                         luaL_getmetatable(state, "Control");
@@ -1334,13 +1334,13 @@ int lua_Form_getControl(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Form* instance = getInstance(state);
                     Form* instance = getInstance(state);
                     void* returnPtr = (void*)instance->getControl(param1);
                     void* returnPtr = (void*)instance->getControl(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Control");
                         luaL_getmetatable(state, "Control");
@@ -1389,7 +1389,7 @@ int lua_Form_getCursorColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1437,7 +1437,7 @@ int lua_Form_getCursorRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1485,7 +1485,7 @@ int lua_Form_getCursorUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1564,7 +1564,7 @@ int lua_Form_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont();
                 void* returnPtr = (void*)instance->getFont();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1594,7 +1594,7 @@ int lua_Form_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont(param1);
                 void* returnPtr = (void*)instance->getFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1763,7 +1763,7 @@ int lua_Form_getImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1772,7 +1772,7 @@ int lua_Form_getImageColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1815,7 +1815,7 @@ int lua_Form_getImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1824,7 +1824,7 @@ int lua_Form_getImageRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1867,7 +1867,7 @@ int lua_Form_getImageUVs(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1876,7 +1876,7 @@ int lua_Form_getImageUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1920,7 +1920,7 @@ int lua_Form_getLayout(lua_State* state)
                 void* returnPtr = (void*)instance->getLayout();
                 void* returnPtr = (void*)instance->getLayout();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Layout");
                     luaL_getmetatable(state, "Layout");
@@ -1964,7 +1964,7 @@ int lua_Form_getMargin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getMargin());
                 void* returnPtr = (void*)&(instance->getMargin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -2064,7 +2064,7 @@ int lua_Form_getPadding(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPadding());
                 void* returnPtr = (void*)&(instance->getPadding());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -2178,7 +2178,7 @@ int lua_Form_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2208,7 +2208,7 @@ int lua_Form_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2252,7 +2252,7 @@ int lua_Form_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2282,7 +2282,7 @@ int lua_Form_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2361,7 +2361,7 @@ int lua_Form_getStyle(lua_State* state)
                 void* returnPtr = (void*)instance->getStyle();
                 void* returnPtr = (void*)instance->getStyle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeStyle");
                     luaL_getmetatable(state, "ThemeStyle");
@@ -2461,7 +2461,7 @@ int lua_Form_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor());
                 void* returnPtr = (void*)&(instance->getTextColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2491,7 +2491,7 @@ int lua_Form_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2591,7 +2591,7 @@ int lua_Form_getTheme(lua_State* state)
                 void* returnPtr = (void*)instance->getTheme();
                 void* returnPtr = (void*)instance->getTheme();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Theme");
                     luaL_getmetatable(state, "Theme");
@@ -2810,7 +2810,7 @@ int lua_Form_insertControl(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control> param1 = ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control> param1 = gameplay::ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control'.");
@@ -3078,7 +3078,7 @@ int lua_Form_removeControl(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Form* instance = getInstance(state);
                     Form* instance = getInstance(state);
                     instance->removeControl(param1);
                     instance->removeControl(param1);
@@ -3094,7 +3094,7 @@ int lua_Form_removeControl(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Control> param1 = ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Control> param1 = gameplay::ScriptUtil::getObjectPointer<Control>(2, "Control", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -3134,7 +3134,7 @@ int lua_Form_removeListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -3176,10 +3176,10 @@ int lua_Form_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -3256,7 +3256,7 @@ int lua_Form_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -3285,7 +3285,7 @@ int lua_Form_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -3329,7 +3329,7 @@ int lua_Form_setAutoHeight(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->setAutoHeight(param1);
                 instance->setAutoHeight(param1);
@@ -3365,7 +3365,7 @@ int lua_Form_setAutoWidth(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->setAutoWidth(param1);
                 instance->setAutoWidth(param1);
@@ -3484,7 +3484,7 @@ int lua_Form_setBounds(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3525,7 +3525,7 @@ int lua_Form_setConsumeInputEvents(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->setConsumeInputEvents(param1);
                 instance->setConsumeInputEvents(param1);
@@ -3563,7 +3563,7 @@ int lua_Form_setCursorColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3609,7 +3609,7 @@ int lua_Form_setCursorRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3653,7 +3653,7 @@ int lua_Form_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -3726,7 +3726,7 @@ int lua_Form_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3751,7 +3751,7 @@ int lua_Form_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3890,11 +3890,11 @@ int lua_Form_setImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3919,11 +3919,11 @@ int lua_Form_setImageColor(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3968,11 +3968,11 @@ int lua_Form_setImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3997,11 +3997,11 @@ int lua_Form_setImageRegion(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -4094,7 +4094,7 @@ int lua_Form_setNode(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -4317,7 +4317,7 @@ int lua_Form_setScrollBarsAutoHide(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->setScrollBarsAutoHide(param1);
                 instance->setScrollBarsAutoHide(param1);
@@ -4394,7 +4394,7 @@ int lua_Form_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4419,7 +4419,7 @@ int lua_Form_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4464,7 +4464,7 @@ int lua_Form_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4489,7 +4489,7 @@ int lua_Form_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4570,7 +4570,7 @@ int lua_Form_setStyle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param1 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
@@ -4670,7 +4670,7 @@ int lua_Form_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4695,7 +4695,7 @@ int lua_Form_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4739,7 +4739,7 @@ int lua_Form_setTextRightToLeft(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->setTextRightToLeft(param1);
                 instance->setTextRightToLeft(param1);
@@ -4758,7 +4758,7 @@ int lua_Form_setTextRightToLeft(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
@@ -4797,7 +4797,7 @@ int lua_Form_setVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Form* instance = getInstance(state);
                 Form* instance = getInstance(state);
                 instance->setVisible(param1);
                 instance->setVisible(param1);
@@ -5042,12 +5042,12 @@ int lua_Form_static_create(lua_State* state)
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     void* returnPtr = (void*)Form::create(param1);
                     void* returnPtr = (void*)Form::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Form");
                         luaL_getmetatable(state, "Form");
@@ -5074,18 +5074,18 @@ int lua_Form_static_create(lua_State* state)
                     (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)Form::create(param1, param2);
                     void* returnPtr = (void*)Form::create(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Form");
                         luaL_getmetatable(state, "Form");
@@ -5113,11 +5113,11 @@ int lua_Form_static_create(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -5127,7 +5127,7 @@ int lua_Form_static_create(lua_State* state)
                     void* returnPtr = (void*)Form::create(param1, param2, param3);
                     void* returnPtr = (void*)Form::create(param1, param2, param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Form");
                         luaL_getmetatable(state, "Form");
@@ -5169,12 +5169,12 @@ int lua_Form_static_getForm(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)Form::getForm(param1);
                 void* returnPtr = (void*)Form::getForm(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Form");
                     luaL_getmetatable(state, "Form");

+ 17 - 17
gameplay/src/lua/lua_FrameBuffer.cpp

@@ -36,14 +36,14 @@ void luaRegister_FrameBuffer()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("FrameBuffer", lua_members, NULL, lua_FrameBuffer__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("FrameBuffer", lua_members, NULL, lua_FrameBuffer__gc, lua_statics, scopePath);
 }
 }
 
 
 static FrameBuffer* getInstance(lua_State* state)
 static FrameBuffer* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "FrameBuffer");
     void* userdata = luaL_checkudata(state, 1, "FrameBuffer");
     luaL_argcheck(state, userdata != NULL, 1, "'FrameBuffer' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'FrameBuffer' expected.");
-    return (FrameBuffer*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (FrameBuffer*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_FrameBuffer__gc(lua_State* state)
 int lua_FrameBuffer__gc(lua_State* state)
@@ -60,7 +60,7 @@ int lua_FrameBuffer__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "FrameBuffer");
                 void* userdata = luaL_checkudata(state, 1, "FrameBuffer");
                 luaL_argcheck(state, userdata != NULL, 1, "'FrameBuffer' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'FrameBuffer' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     FrameBuffer* instance = (FrameBuffer*)object->instance;
                     FrameBuffer* instance = (FrameBuffer*)object->instance;
@@ -132,7 +132,7 @@ int lua_FrameBuffer_bind(lua_State* state)
                 void* returnPtr = (void*)instance->bind();
                 void* returnPtr = (void*)instance->bind();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "FrameBuffer");
                     luaL_getmetatable(state, "FrameBuffer");
@@ -176,7 +176,7 @@ int lua_FrameBuffer_getDepthStencilTarget(lua_State* state)
                 void* returnPtr = (void*)instance->getDepthStencilTarget();
                 void* returnPtr = (void*)instance->getDepthStencilTarget();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "DepthStencilTarget");
                     luaL_getmetatable(state, "DepthStencilTarget");
@@ -325,7 +325,7 @@ int lua_FrameBuffer_getRenderTarget(lua_State* state)
                 void* returnPtr = (void*)instance->getRenderTarget();
                 void* returnPtr = (void*)instance->getRenderTarget();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "RenderTarget");
                     luaL_getmetatable(state, "RenderTarget");
@@ -355,7 +355,7 @@ int lua_FrameBuffer_getRenderTarget(lua_State* state)
                 void* returnPtr = (void*)instance->getRenderTarget(param1);
                 void* returnPtr = (void*)instance->getRenderTarget(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "RenderTarget");
                     luaL_getmetatable(state, "RenderTarget");
@@ -465,7 +465,7 @@ int lua_FrameBuffer_setDepthStencilTarget(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<DepthStencilTarget> param1 = ScriptUtil::getObjectPointer<DepthStencilTarget>(2, "DepthStencilTarget", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<DepthStencilTarget> param1 = gameplay::ScriptUtil::getObjectPointer<DepthStencilTarget>(2, "DepthStencilTarget", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'DepthStencilTarget'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'DepthStencilTarget'.");
@@ -507,7 +507,7 @@ int lua_FrameBuffer_setRenderTarget(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<RenderTarget> param1 = ScriptUtil::getObjectPointer<RenderTarget>(2, "RenderTarget", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<RenderTarget> param1 = gameplay::ScriptUtil::getObjectPointer<RenderTarget>(2, "RenderTarget", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderTarget'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderTarget'.");
@@ -532,7 +532,7 @@ int lua_FrameBuffer_setRenderTarget(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<RenderTarget> param1 = ScriptUtil::getObjectPointer<RenderTarget>(2, "RenderTarget", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<RenderTarget> param1 = gameplay::ScriptUtil::getObjectPointer<RenderTarget>(2, "RenderTarget", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderTarget'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderTarget'.");
@@ -575,7 +575,7 @@ int lua_FrameBuffer_static_bindDefault(lua_State* state)
             void* returnPtr = (void*)FrameBuffer::bindDefault();
             void* returnPtr = (void*)FrameBuffer::bindDefault();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "FrameBuffer");
                 luaL_getmetatable(state, "FrameBuffer");
@@ -614,12 +614,12 @@ int lua_FrameBuffer_static_create(lua_State* state)
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     void* returnPtr = (void*)FrameBuffer::create(param1);
                     void* returnPtr = (void*)FrameBuffer::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "FrameBuffer");
                         luaL_getmetatable(state, "FrameBuffer");
@@ -647,7 +647,7 @@ int lua_FrameBuffer_static_create(lua_State* state)
                     lua_type(state, 3) == LUA_TNUMBER)
                     lua_type(state, 3) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
                     unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
@@ -658,7 +658,7 @@ int lua_FrameBuffer_static_create(lua_State* state)
                     void* returnPtr = (void*)FrameBuffer::create(param1, param2, param3);
                     void* returnPtr = (void*)FrameBuffer::create(param1, param2, param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "FrameBuffer");
                         luaL_getmetatable(state, "FrameBuffer");
@@ -700,12 +700,12 @@ int lua_FrameBuffer_static_getFrameBuffer(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)FrameBuffer::getFrameBuffer(param1);
                 void* returnPtr = (void*)FrameBuffer::getFrameBuffer(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "FrameBuffer");
                     luaL_getmetatable(state, "FrameBuffer");

+ 23 - 23
gameplay/src/lua/lua_Frustum.cpp

@@ -28,14 +28,14 @@ void luaRegister_Frustum()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Frustum", lua_members, lua_Frustum__init, lua_Frustum__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Frustum", lua_members, lua_Frustum__init, lua_Frustum__gc, lua_statics, scopePath);
 }
 }
 
 
 static Frustum* getInstance(lua_State* state)
 static Frustum* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Frustum");
     void* userdata = luaL_checkudata(state, 1, "Frustum");
     luaL_argcheck(state, userdata != NULL, 1, "'Frustum' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Frustum' expected.");
-    return (Frustum*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Frustum*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Frustum__gc(lua_State* state)
 int lua_Frustum__gc(lua_State* state)
@@ -52,7 +52,7 @@ int lua_Frustum__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Frustum");
                 void* userdata = luaL_checkudata(state, 1, "Frustum");
                 luaL_argcheck(state, userdata != NULL, 1, "'Frustum' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Frustum' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Frustum* instance = (Frustum*)object->instance;
                     Frustum* instance = (Frustum*)object->instance;
@@ -89,7 +89,7 @@ int lua_Frustum__init(lua_State* state)
             void* returnPtr = (void*)new Frustum();
             void* returnPtr = (void*)new Frustum();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "Frustum");
                 luaL_getmetatable(state, "Frustum");
@@ -111,14 +111,14 @@ int lua_Frustum__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Frustum(*param1);
                     void* returnPtr = (void*)new Frustum(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Frustum");
                         luaL_getmetatable(state, "Frustum");
@@ -139,14 +139,14 @@ int lua_Frustum__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Frustum> param1 = ScriptUtil::getObjectPointer<Frustum>(1, "Frustum", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Frustum> param1 = gameplay::ScriptUtil::getObjectPointer<Frustum>(1, "Frustum", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Frustum(*param1);
                     void* returnPtr = (void*)new Frustum(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Frustum");
                         luaL_getmetatable(state, "Frustum");
@@ -191,7 +191,7 @@ int lua_Frustum_getBottom(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBottom());
                 void* returnPtr = (void*)&(instance->getBottom());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Plane");
                     luaL_getmetatable(state, "Plane");
@@ -234,7 +234,7 @@ int lua_Frustum_getCorners(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -277,7 +277,7 @@ int lua_Frustum_getFar(lua_State* state)
                 void* returnPtr = (void*)&(instance->getFar());
                 void* returnPtr = (void*)&(instance->getFar());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Plane");
                     luaL_getmetatable(state, "Plane");
@@ -321,7 +321,7 @@ int lua_Frustum_getLeft(lua_State* state)
                 void* returnPtr = (void*)&(instance->getLeft());
                 void* returnPtr = (void*)&(instance->getLeft());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Plane");
                     luaL_getmetatable(state, "Plane");
@@ -364,7 +364,7 @@ int lua_Frustum_getMatrix(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
@@ -407,7 +407,7 @@ int lua_Frustum_getNear(lua_State* state)
                 void* returnPtr = (void*)&(instance->getNear());
                 void* returnPtr = (void*)&(instance->getNear());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Plane");
                     luaL_getmetatable(state, "Plane");
@@ -451,7 +451,7 @@ int lua_Frustum_getRight(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRight());
                 void* returnPtr = (void*)&(instance->getRight());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Plane");
                     luaL_getmetatable(state, "Plane");
@@ -495,7 +495,7 @@ int lua_Frustum_getTop(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTop());
                 void* returnPtr = (void*)&(instance->getTop());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Plane");
                     luaL_getmetatable(state, "Plane");
@@ -540,7 +540,7 @@ int lua_Frustum_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -561,7 +561,7 @@ int lua_Frustum_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -582,7 +582,7 @@ int lua_Frustum_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -603,7 +603,7 @@ int lua_Frustum_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -624,7 +624,7 @@ int lua_Frustum_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -701,7 +701,7 @@ int lua_Frustum_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Frustum> param1 = ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Frustum> param1 = gameplay::ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -719,7 +719,7 @@ int lua_Frustum_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 

+ 29 - 29
gameplay/src/lua/lua_Game.cpp

@@ -85,14 +85,14 @@ void luaRegister_Game()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Game", lua_members, NULL, lua_Game__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Game", lua_members, NULL, lua_Game__gc, lua_statics, scopePath);
 }
 }
 
 
 static Game* getInstance(lua_State* state)
 static Game* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Game");
     void* userdata = luaL_checkudata(state, 1, "Game");
     luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
-    return (Game*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Game*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Game__gc(lua_State* state)
 int lua_Game__gc(lua_State* state)
@@ -109,7 +109,7 @@ int lua_Game__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Game");
                 void* userdata = luaL_checkudata(state, 1, "Game");
                 luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Game* instance = (Game*)object->instance;
                     Game* instance = (Game*)object->instance;
@@ -191,7 +191,7 @@ int lua_Game_clear(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -281,7 +281,7 @@ int lua_Game_displayKeyboard(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 instance->displayKeyboard(param1);
                 instance->displayKeyboard(param1);
@@ -386,7 +386,7 @@ int lua_Game_gamepadEvent(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Gamepad> param2 = ScriptUtil::getObjectPointer<Gamepad>(3, "Gamepad", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Gamepad> param2 = gameplay::ScriptUtil::getObjectPointer<Gamepad>(3, "Gamepad", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Gamepad'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Gamepad'.");
@@ -557,7 +557,7 @@ int lua_Game_getAIController(lua_State* state)
                 void* returnPtr = (void*)instance->getAIController();
                 void* returnPtr = (void*)instance->getAIController();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AIController");
                     luaL_getmetatable(state, "AIController");
@@ -600,10 +600,10 @@ int lua_Game_getAccelerometerValues(lua_State* state)
                 (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
                 (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                ScriptUtil::LuaArray<float> param2 = ScriptUtil::getFloatPointer(3);
+                gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 instance->getAccelerometerValues(param1, param2);
                 instance->getAccelerometerValues(param1, param2);
@@ -641,7 +641,7 @@ int lua_Game_getAnimationController(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimationController();
                 void* returnPtr = (void*)instance->getAnimationController();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AnimationController");
                     luaL_getmetatable(state, "AnimationController");
@@ -720,7 +720,7 @@ int lua_Game_getAudioController(lua_State* state)
                 void* returnPtr = (void*)instance->getAudioController();
                 void* returnPtr = (void*)instance->getAudioController();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AudioController");
                     luaL_getmetatable(state, "AudioController");
@@ -764,7 +764,7 @@ int lua_Game_getAudioListener(lua_State* state)
                 void* returnPtr = (void*)instance->getAudioListener();
                 void* returnPtr = (void*)instance->getAudioListener();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "AudioListener");
                     luaL_getmetatable(state, "AudioListener");
@@ -808,7 +808,7 @@ int lua_Game_getConfig(lua_State* state)
                 void* returnPtr = (void*)instance->getConfig();
                 void* returnPtr = (void*)instance->getConfig();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Properties");
                     luaL_getmetatable(state, "Properties");
@@ -891,7 +891,7 @@ int lua_Game_getGamepad(lua_State* state)
                 void* returnPtr = (void*)instance->getGamepad(param1);
                 void* returnPtr = (void*)instance->getGamepad(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Gamepad");
                     luaL_getmetatable(state, "Gamepad");
@@ -919,13 +919,13 @@ int lua_Game_getGamepad(lua_State* state)
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                bool param2 = ScriptUtil::luaCheckBool(state, 3);
+                bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getGamepad(param1, param2);
                 void* returnPtr = (void*)instance->getGamepad(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Gamepad");
                     luaL_getmetatable(state, "Gamepad");
@@ -1039,7 +1039,7 @@ int lua_Game_getPhysicsController(lua_State* state)
                 void* returnPtr = (void*)instance->getPhysicsController();
                 void* returnPtr = (void*)instance->getPhysicsController();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsController");
                     luaL_getmetatable(state, "PhysicsController");
@@ -1083,7 +1083,7 @@ int lua_Game_getScriptController(lua_State* state)
                 void* returnPtr = (void*)instance->getScriptController();
                 void* returnPtr = (void*)instance->getScriptController();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ScriptController");
                     luaL_getmetatable(state, "ScriptController");
@@ -1162,7 +1162,7 @@ int lua_Game_getViewport(lua_State* state)
                 void* returnPtr = (void*)&(instance->getViewport());
                 void* returnPtr = (void*)&(instance->getViewport());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1567,7 +1567,7 @@ int lua_Game_launchURL(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 bool result = instance->launchURL(param1);
                 bool result = instance->launchURL(param1);
@@ -1828,7 +1828,7 @@ int lua_Game_schedule(lua_State* state)
                 float param1 = (float)luaL_checknumber(state, 2);
                 float param1 = (float)luaL_checknumber(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(3, false);
+                const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 instance->schedule(param1, param2);
                 instance->schedule(param1, param2);
@@ -1864,7 +1864,7 @@ int lua_Game_setCursorVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 instance->setCursorVisible(param1);
                 instance->setCursorVisible(param1);
@@ -1900,7 +1900,7 @@ int lua_Game_setMouseCaptured(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 instance->setMouseCaptured(param1);
                 instance->setMouseCaptured(param1);
@@ -1936,11 +1936,11 @@ int lua_Game_setMultiSampling(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 instance->setMultiSampling(param1);
                 instance->setMultiSampling(param1);
-
+                
                 return 0;
                 return 0;
             }
             }
 
 
@@ -1972,7 +1972,7 @@ int lua_Game_setMultiTouch(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Game* instance = getInstance(state);
                 Game* instance = getInstance(state);
                 instance->setMultiTouch(param1);
                 instance->setMultiTouch(param1);
@@ -2009,7 +2009,7 @@ int lua_Game_setViewport(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -2105,7 +2105,7 @@ int lua_Game_static_getInstance(lua_State* state)
             void* returnPtr = (void*)Game::getInstance();
             void* returnPtr = (void*)Game::getInstance();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "Game");
                 luaL_getmetatable(state, "Game");
@@ -2170,7 +2170,7 @@ int lua_Game_static_setVsync(lua_State* state)
             if (lua_type(state, 1) == LUA_TBOOLEAN)
             if (lua_type(state, 1) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 1);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 1);
 
 
                 Game::setVsync(param1);
                 Game::setVsync(param1);
                 
                 

+ 4 - 4
gameplay/src/lua/lua_Gamepad.cpp

@@ -34,14 +34,14 @@ void luaRegister_Gamepad()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Gamepad", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Gamepad", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static Gamepad* getInstance(lua_State* state)
 static Gamepad* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Gamepad");
     void* userdata = luaL_checkudata(state, 1, "Gamepad");
     luaL_argcheck(state, userdata != NULL, 1, "'Gamepad' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Gamepad' expected.");
-    return (Gamepad*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Gamepad*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Gamepad_draw(lua_State* state)
 int lua_Gamepad_draw(lua_State* state)
@@ -127,7 +127,7 @@ int lua_Gamepad_getForm(lua_State* state)
                 void* returnPtr = (void*)instance->getForm();
                 void* returnPtr = (void*)instance->getForm();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Form");
                     luaL_getmetatable(state, "Form");
@@ -209,7 +209,7 @@ int lua_Gamepad_getJoystickValues(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector2> param2 = ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector2'.");

+ 3 - 3
gameplay/src/lua/lua_Gesture.cpp

@@ -22,14 +22,14 @@ void luaRegister_Gesture()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Gesture", lua_members, NULL, lua_Gesture__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Gesture", lua_members, NULL, lua_Gesture__gc, lua_statics, scopePath);
 }
 }
 
 
 static Gesture* getInstance(lua_State* state)
 static Gesture* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Gesture");
     void* userdata = luaL_checkudata(state, 1, "Gesture");
     luaL_argcheck(state, userdata != NULL, 1, "'Gesture' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Gesture' expected.");
-    return (Gesture*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Gesture*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Gesture__gc(lua_State* state)
 int lua_Gesture__gc(lua_State* state)
@@ -46,7 +46,7 @@ int lua_Gesture__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Gesture");
                 void* userdata = luaL_checkudata(state, 1, "Gesture");
                 luaL_argcheck(state, userdata != NULL, 1, "'Gesture' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Gesture' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Gesture* instance = (Gesture*)object->instance;
                     Gesture* instance = (Gesture*)object->instance;

File diff suppressed because it is too large
+ 470 - 470
gameplay/src/lua/lua_Global.cpp


+ 632 - 632
gameplay/src/lua/lua_HeightField.cpp

@@ -1,632 +1,632 @@
-#include "Base.h"
-#include "ScriptController.h"
-#include "lua_HeightField.h"
-#include "Base.h"
-#include "FileSystem.h"
-#include "Game.h"
-#include "HeightField.h"
-#include "Image.h"
-#include "Ref.h"
-
-namespace gameplay
-{
-
-void luaRegister_HeightField()
-{
-    const luaL_Reg lua_members[] = 
-    {
-        {"addRef", lua_HeightField_addRef},
-        {"getArray", lua_HeightField_getArray},
-        {"getColumnCount", lua_HeightField_getColumnCount},
-        {"getHeight", lua_HeightField_getHeight},
-        {"getRefCount", lua_HeightField_getRefCount},
-        {"getRowCount", lua_HeightField_getRowCount},
-        {"release", lua_HeightField_release},
-        {NULL, NULL}
-    };
-    const luaL_Reg lua_statics[] = 
-    {
-        {"create", lua_HeightField_static_create},
-        {"createFromImage", lua_HeightField_static_createFromImage},
-        {"createFromRAW", lua_HeightField_static_createFromRAW},
-        {NULL, NULL}
-    };
-    std::vector<std::string> scopePath;
-
-    ScriptUtil::registerClass("HeightField", lua_members, NULL, lua_HeightField__gc, lua_statics, scopePath);
-}
-
-static HeightField* getInstance(lua_State* state)
-{
-    void* userdata = luaL_checkudata(state, 1, "HeightField");
-    luaL_argcheck(state, userdata != NULL, 1, "'HeightField' expected.");
-    return (HeightField*)((ScriptUtil::LuaObject*)userdata)->instance;
-}
-
-int lua_HeightField__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, "HeightField");
-                luaL_argcheck(state, userdata != NULL, 1, "'HeightField' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
-                if (object->owns)
-                {
-                    HeightField* instance = (HeightField*)object->instance;
-                    SAFE_RELEASE(instance);
-                }
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_HeightField__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_HeightField_addRef(lua_State* state)
-{
-    // Get the number of parameters.
-    int paramCount = lua_gettop(state);
-
-    // Attempt to match the parameters to a valid binding.
-    switch (paramCount)
-    {
-        case 1:
-        {
-            if ((lua_type(state, 1) == LUA_TUSERDATA))
-            {
-                HeightField* instance = getInstance(state);
-                instance->addRef();
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_HeightField_addRef - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        default:
-        {
-            lua_pushstring(state, "Invalid number of parameters (expected 1).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_HeightField_getArray(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))
-            {
-                HeightField* instance = getInstance(state);
-                float* result = instance->getArray();
-
-                // Push the return value onto the stack.
-                lua_pushlightuserdata(state, result);
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_getArray - 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_HeightField_getColumnCount(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))
-            {
-                HeightField* instance = getInstance(state);
-                unsigned int result = instance->getColumnCount();
-
-                // Push the return value onto the stack.
-                lua_pushunsigned(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_getColumnCount - 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_HeightField_getHeight(lua_State* state)
-{
-    // Get the number of parameters.
-    int paramCount = lua_gettop(state);
-
-    // Attempt to match the parameters to a valid binding.
-    switch (paramCount)
-    {
-        case 3:
-        {
-            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
-                lua_type(state, 2) == LUA_TNUMBER &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                float param1 = (float)luaL_checknumber(state, 2);
-
-                // Get parameter 2 off the stack.
-                float param2 = (float)luaL_checknumber(state, 3);
-
-                HeightField* instance = getInstance(state);
-                float result = instance->getHeight(param1, param2);
-
-                // Push the return value onto the stack.
-                lua_pushnumber(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_getHeight - 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_HeightField_getRefCount(lua_State* state)
-{
-    // Get the number of parameters.
-    int paramCount = lua_gettop(state);
-
-    // Attempt to match the parameters to a valid binding.
-    switch (paramCount)
-    {
-        case 1:
-        {
-            if ((lua_type(state, 1) == LUA_TUSERDATA))
-            {
-                HeightField* instance = getInstance(state);
-                unsigned int result = instance->getRefCount();
-
-                // Push the return value onto the stack.
-                lua_pushunsigned(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_getRefCount - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        default:
-        {
-            lua_pushstring(state, "Invalid number of parameters (expected 1).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_HeightField_getRowCount(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))
-            {
-                HeightField* instance = getInstance(state);
-                unsigned int result = instance->getRowCount();
-
-                // Push the return value onto the stack.
-                lua_pushunsigned(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_getRowCount - 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_HeightField_release(lua_State* state)
-{
-    // Get the number of parameters.
-    int paramCount = lua_gettop(state);
-
-    // Attempt to match the parameters to a valid binding.
-    switch (paramCount)
-    {
-        case 1:
-        {
-            if ((lua_type(state, 1) == LUA_TUSERDATA))
-            {
-                HeightField* instance = getInstance(state);
-                instance->release();
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_HeightField_release - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        default:
-        {
-            lua_pushstring(state, "Invalid number of parameters (expected 1).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_HeightField_static_create(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_TNUMBER &&
-                lua_type(state, 2) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 1);
-
-                // Get parameter 2 off the stack.
-                unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
-
-                void* returnPtr = (void*)HeightField::create(param1, param2);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "HeightField");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_static_create - 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_HeightField_static_createFromImage(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_TSTRING || lua_type(state, 1) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
-
-                void* returnPtr = (void*)HeightField::createFromImage(param1);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "HeightField");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_static_createFromImage - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 2:
-        {
-            if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
-                lua_type(state, 2) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
-
-                // Get parameter 2 off the stack.
-                float param2 = (float)luaL_checknumber(state, 2);
-
-                void* returnPtr = (void*)HeightField::createFromImage(param1, param2);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "HeightField");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_static_createFromImage - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 3:
-        {
-            if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
-                lua_type(state, 2) == LUA_TNUMBER &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
-
-                // Get parameter 2 off the stack.
-                float param2 = (float)luaL_checknumber(state, 2);
-
-                // Get parameter 3 off the stack.
-                float param3 = (float)luaL_checknumber(state, 3);
-
-                void* returnPtr = (void*)HeightField::createFromImage(param1, param2, param3);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "HeightField");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_static_createFromImage - 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, 2 or 3).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_HeightField_static_createFromRAW(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_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
-                lua_type(state, 2) == LUA_TNUMBER &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
-
-                // Get parameter 2 off the stack.
-                unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
-
-                // Get parameter 3 off the stack.
-                unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
-
-                void* returnPtr = (void*)HeightField::createFromRAW(param1, param2, param3);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "HeightField");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_static_createFromRAW - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 4:
-        {
-            if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
-                lua_type(state, 2) == LUA_TNUMBER &&
-                lua_type(state, 3) == LUA_TNUMBER &&
-                lua_type(state, 4) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
-
-                // Get parameter 2 off the stack.
-                unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
-
-                // Get parameter 3 off the stack.
-                unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
-
-                // Get parameter 4 off the stack.
-                float param4 = (float)luaL_checknumber(state, 4);
-
-                void* returnPtr = (void*)HeightField::createFromRAW(param1, param2, param3, param4);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "HeightField");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_static_createFromRAW - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 5:
-        {
-            if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
-                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.
-                const char* param1 = ScriptUtil::getString(1, false);
-
-                // Get parameter 2 off the stack.
-                unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
-
-                // Get parameter 3 off the stack.
-                unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
-
-                // Get parameter 4 off the stack.
-                float param4 = (float)luaL_checknumber(state, 4);
-
-                // Get parameter 5 off the stack.
-                float param5 = (float)luaL_checknumber(state, 5);
-
-                void* returnPtr = (void*)HeightField::createFromRAW(param1, param2, param3, param4, param5);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "HeightField");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_HeightField_static_createFromRAW - 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, 4 or 5).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-}
+#include "Base.h"
+#include "ScriptController.h"
+#include "lua_HeightField.h"
+#include "Base.h"
+#include "FileSystem.h"
+#include "Game.h"
+#include "HeightField.h"
+#include "Image.h"
+#include "Ref.h"
+
+namespace gameplay
+{
+
+void luaRegister_HeightField()
+{
+    const luaL_Reg lua_members[] = 
+    {
+        {"addRef", lua_HeightField_addRef},
+        {"getArray", lua_HeightField_getArray},
+        {"getColumnCount", lua_HeightField_getColumnCount},
+        {"getHeight", lua_HeightField_getHeight},
+        {"getRefCount", lua_HeightField_getRefCount},
+        {"getRowCount", lua_HeightField_getRowCount},
+        {"release", lua_HeightField_release},
+        {NULL, NULL}
+    };
+    const luaL_Reg lua_statics[] = 
+    {
+        {"create", lua_HeightField_static_create},
+        {"createFromImage", lua_HeightField_static_createFromImage},
+        {"createFromRAW", lua_HeightField_static_createFromRAW},
+        {NULL, NULL}
+    };
+    std::vector<std::string> scopePath;
+
+    gameplay::ScriptUtil::registerClass("HeightField", lua_members, NULL, lua_HeightField__gc, lua_statics, scopePath);
+}
+
+static HeightField* getInstance(lua_State* state)
+{
+    void* userdata = luaL_checkudata(state, 1, "HeightField");
+    luaL_argcheck(state, userdata != NULL, 1, "'HeightField' expected.");
+    return (HeightField*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
+}
+
+int lua_HeightField__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, "HeightField");
+                luaL_argcheck(state, userdata != NULL, 1, "'HeightField' expected.");
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
+                if (object->owns)
+                {
+                    HeightField* instance = (HeightField*)object->instance;
+                    SAFE_RELEASE(instance);
+                }
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_HeightField__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_HeightField_addRef(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 1:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA))
+            {
+                HeightField* instance = getInstance(state);
+                instance->addRef();
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_HeightField_addRef - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 1).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
+int lua_HeightField_getArray(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))
+            {
+                HeightField* instance = getInstance(state);
+                float* result = instance->getArray();
+
+                // Push the return value onto the stack.
+                lua_pushlightuserdata(state, result);
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_getArray - 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_HeightField_getColumnCount(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))
+            {
+                HeightField* instance = getInstance(state);
+                unsigned int result = instance->getColumnCount();
+
+                // Push the return value onto the stack.
+                lua_pushunsigned(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_getColumnCount - 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_HeightField_getHeight(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 3:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TNUMBER &&
+                lua_type(state, 3) == LUA_TNUMBER)
+            {
+                // Get parameter 1 off the stack.
+                float param1 = (float)luaL_checknumber(state, 2);
+
+                // Get parameter 2 off the stack.
+                float param2 = (float)luaL_checknumber(state, 3);
+
+                HeightField* instance = getInstance(state);
+                float result = instance->getHeight(param1, param2);
+
+                // Push the return value onto the stack.
+                lua_pushnumber(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_getHeight - 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_HeightField_getRefCount(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 1:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA))
+            {
+                HeightField* instance = getInstance(state);
+                unsigned int result = instance->getRefCount();
+
+                // Push the return value onto the stack.
+                lua_pushunsigned(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_getRefCount - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 1).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
+int lua_HeightField_getRowCount(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))
+            {
+                HeightField* instance = getInstance(state);
+                unsigned int result = instance->getRowCount();
+
+                // Push the return value onto the stack.
+                lua_pushunsigned(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_getRowCount - 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_HeightField_release(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 1:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA))
+            {
+                HeightField* instance = getInstance(state);
+                instance->release();
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_HeightField_release - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 1).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
+int lua_HeightField_static_create(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_TNUMBER &&
+                lua_type(state, 2) == LUA_TNUMBER)
+            {
+                // Get parameter 1 off the stack.
+                unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 1);
+
+                // Get parameter 2 off the stack.
+                unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
+
+                void* returnPtr = (void*)HeightField::create(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, "HeightField");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_static_create - 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_HeightField_static_createFromImage(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_TSTRING || lua_type(state, 1) == LUA_TNIL))
+            {
+                // Get parameter 1 off the stack.
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
+
+                void* returnPtr = (void*)HeightField::createFromImage(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, "HeightField");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_static_createFromImage - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
+                lua_type(state, 2) == LUA_TNUMBER)
+            {
+                // Get parameter 1 off the stack.
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
+
+                // Get parameter 2 off the stack.
+                float param2 = (float)luaL_checknumber(state, 2);
+
+                void* returnPtr = (void*)HeightField::createFromImage(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, "HeightField");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_static_createFromImage - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        case 3:
+        {
+            if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
+                lua_type(state, 2) == LUA_TNUMBER &&
+                lua_type(state, 3) == LUA_TNUMBER)
+            {
+                // Get parameter 1 off the stack.
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
+
+                // Get parameter 2 off the stack.
+                float param2 = (float)luaL_checknumber(state, 2);
+
+                // Get parameter 3 off the stack.
+                float param3 = (float)luaL_checknumber(state, 3);
+
+                void* returnPtr = (void*)HeightField::createFromImage(param1, param2, param3);
+                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, "HeightField");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_static_createFromImage - 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, 2 or 3).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
+int lua_HeightField_static_createFromRAW(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_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
+                lua_type(state, 2) == LUA_TNUMBER &&
+                lua_type(state, 3) == LUA_TNUMBER)
+            {
+                // Get parameter 1 off the stack.
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
+
+                // Get parameter 2 off the stack.
+                unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
+
+                // Get parameter 3 off the stack.
+                unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
+
+                void* returnPtr = (void*)HeightField::createFromRAW(param1, param2, param3);
+                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, "HeightField");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_static_createFromRAW - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        case 4:
+        {
+            if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
+                lua_type(state, 2) == LUA_TNUMBER &&
+                lua_type(state, 3) == LUA_TNUMBER &&
+                lua_type(state, 4) == LUA_TNUMBER)
+            {
+                // Get parameter 1 off the stack.
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
+
+                // Get parameter 2 off the stack.
+                unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
+
+                // Get parameter 3 off the stack.
+                unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
+
+                // Get parameter 4 off the stack.
+                float param4 = (float)luaL_checknumber(state, 4);
+
+                void* returnPtr = (void*)HeightField::createFromRAW(param1, param2, param3, param4);
+                if (returnPtr)
+                {
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
+                    object->instance = returnPtr;
+                    object->owns = false;
+                    luaL_getmetatable(state, "HeightField");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_static_createFromRAW - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        case 5:
+        {
+            if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
+                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.
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
+
+                // Get parameter 2 off the stack.
+                unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
+
+                // Get parameter 3 off the stack.
+                unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
+
+                // Get parameter 4 off the stack.
+                float param4 = (float)luaL_checknumber(state, 4);
+
+                // Get parameter 5 off the stack.
+                float param5 = (float)luaL_checknumber(state, 5);
+
+                void* returnPtr = (void*)HeightField::createFromRAW(param1, param2, param3, param4, param5);
+                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, "HeightField");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_HeightField_static_createFromRAW - 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, 4 or 5).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
+}

+ 5 - 5
gameplay/src/lua/lua_Image.cpp

@@ -30,14 +30,14 @@ void luaRegister_Image()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Image", lua_members, NULL, lua_Image__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Image", lua_members, NULL, lua_Image__gc, lua_statics, scopePath);
 }
 }
 
 
 static Image* getInstance(lua_State* state)
 static Image* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Image");
     void* userdata = luaL_checkudata(state, 1, "Image");
     luaL_argcheck(state, userdata != NULL, 1, "'Image' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Image' expected.");
-    return (Image*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Image*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Image__gc(lua_State* state)
 int lua_Image__gc(lua_State* state)
@@ -54,7 +54,7 @@ int lua_Image__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Image");
                 void* userdata = luaL_checkudata(state, 1, "Image");
                 luaL_argcheck(state, userdata != NULL, 1, "'Image' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Image' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Image* instance = (Image*)object->instance;
                     Image* instance = (Image*)object->instance;
@@ -295,12 +295,12 @@ int lua_Image_static_create(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)Image::create(param1);
                 void* returnPtr = (void*)Image::create(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Image");
                     luaL_getmetatable(state, "Image");

File diff suppressed because it is too large
+ 122 - 122
gameplay/src/lua/lua_Joint.cpp


+ 101 - 101
gameplay/src/lua/lua_Joystick.cpp

@@ -130,14 +130,14 @@ void luaRegister_Joystick()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Joystick", lua_members, NULL, lua_Joystick__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Joystick", lua_members, NULL, lua_Joystick__gc, lua_statics, scopePath);
 }
 }
 
 
 static Joystick* getInstance(lua_State* state)
 static Joystick* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Joystick");
     void* userdata = luaL_checkudata(state, 1, "Joystick");
     luaL_argcheck(state, userdata != NULL, 1, "'Joystick' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Joystick' expected.");
-    return (Joystick*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Joystick*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Joystick__gc(lua_State* state)
 int lua_Joystick__gc(lua_State* state)
@@ -154,7 +154,7 @@ int lua_Joystick__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Joystick");
                 void* userdata = luaL_checkudata(state, 1, "Joystick");
                 luaL_argcheck(state, userdata != NULL, 1, "'Joystick' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Joystick' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Joystick* instance = (Joystick*)object->instance;
                     Joystick* instance = (Joystick*)object->instance;
@@ -194,7 +194,7 @@ int lua_Joystick_addListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -271,10 +271,10 @@ int lua_Joystick_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -313,16 +313,16 @@ int lua_Joystick_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Joystick* instance = getInstance(state);
                     Joystick* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -344,11 +344,11 @@ int lua_Joystick_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -356,7 +356,7 @@ int lua_Joystick_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -388,7 +388,7 @@ int lua_Joystick_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -397,10 +397,10 @@ int lua_Joystick_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -409,7 +409,7 @@ int lua_Joystick_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -443,7 +443,7 @@ int lua_Joystick_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -452,16 +452,16 @@ int lua_Joystick_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -470,7 +470,7 @@ int lua_Joystick_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -518,16 +518,16 @@ int lua_Joystick_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -539,7 +539,7 @@ int lua_Joystick_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -586,16 +586,16 @@ int lua_Joystick_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -607,7 +607,7 @@ int lua_Joystick_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -663,7 +663,7 @@ int lua_Joystick_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -736,7 +736,7 @@ int lua_Joystick_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -760,13 +760,13 @@ int lua_Joystick_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -852,7 +852,7 @@ int lua_Joystick_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -965,7 +965,7 @@ int lua_Joystick_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder());
                 void* returnPtr = (void*)&(instance->getBorder());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -995,7 +995,7 @@ int lua_Joystick_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1039,7 +1039,7 @@ int lua_Joystick_getBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBounds());
                 void* returnPtr = (void*)&(instance->getBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1083,7 +1083,7 @@ int lua_Joystick_getClip(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClip());
                 void* returnPtr = (void*)&(instance->getClip());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1127,7 +1127,7 @@ int lua_Joystick_getClipBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1210,7 +1210,7 @@ int lua_Joystick_getCursorColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1258,7 +1258,7 @@ int lua_Joystick_getCursorRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1306,7 +1306,7 @@ int lua_Joystick_getCursorUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1385,7 +1385,7 @@ int lua_Joystick_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont();
                 void* returnPtr = (void*)instance->getFont();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1415,7 +1415,7 @@ int lua_Joystick_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont(param1);
                 void* returnPtr = (void*)instance->getFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1584,7 +1584,7 @@ int lua_Joystick_getImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1593,7 +1593,7 @@ int lua_Joystick_getImageColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1636,7 +1636,7 @@ int lua_Joystick_getImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1645,7 +1645,7 @@ int lua_Joystick_getImageRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1688,7 +1688,7 @@ int lua_Joystick_getImageUVs(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1697,7 +1697,7 @@ int lua_Joystick_getImageUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1776,7 +1776,7 @@ int lua_Joystick_getInnerRegionSize(lua_State* state)
                 void* returnPtr = (void*)&(instance->getInnerRegionSize());
                 void* returnPtr = (void*)&(instance->getInnerRegionSize());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector2");
                     luaL_getmetatable(state, "Vector2");
@@ -1820,7 +1820,7 @@ int lua_Joystick_getMargin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getMargin());
                 void* returnPtr = (void*)&(instance->getMargin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1920,7 +1920,7 @@ int lua_Joystick_getOuterRegionSize(lua_State* state)
                 void* returnPtr = (void*)&(instance->getOuterRegionSize());
                 void* returnPtr = (void*)&(instance->getOuterRegionSize());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector2");
                     luaL_getmetatable(state, "Vector2");
@@ -1964,7 +1964,7 @@ int lua_Joystick_getPadding(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPadding());
                 void* returnPtr = (void*)&(instance->getPadding());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -2043,7 +2043,7 @@ int lua_Joystick_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2073,7 +2073,7 @@ int lua_Joystick_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2117,7 +2117,7 @@ int lua_Joystick_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2147,7 +2147,7 @@ int lua_Joystick_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2226,7 +2226,7 @@ int lua_Joystick_getStyle(lua_State* state)
                 void* returnPtr = (void*)instance->getStyle();
                 void* returnPtr = (void*)instance->getStyle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeStyle");
                     luaL_getmetatable(state, "ThemeStyle");
@@ -2326,7 +2326,7 @@ int lua_Joystick_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor());
                 void* returnPtr = (void*)&(instance->getTextColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2356,7 +2356,7 @@ int lua_Joystick_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2491,7 +2491,7 @@ int lua_Joystick_getValue(lua_State* state)
                 void* returnPtr = (void*)&(instance->getValue());
                 void* returnPtr = (void*)&(instance->getValue());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector2");
                     luaL_getmetatable(state, "Vector2");
@@ -2846,7 +2846,7 @@ int lua_Joystick_removeListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -2888,10 +2888,10 @@ int lua_Joystick_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -2968,7 +2968,7 @@ int lua_Joystick_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2997,7 +2997,7 @@ int lua_Joystick_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -3041,7 +3041,7 @@ int lua_Joystick_setAutoHeight(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->setAutoHeight(param1);
                 instance->setAutoHeight(param1);
@@ -3077,7 +3077,7 @@ int lua_Joystick_setAutoWidth(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->setAutoWidth(param1);
                 instance->setAutoWidth(param1);
@@ -3196,7 +3196,7 @@ int lua_Joystick_setBounds(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3237,7 +3237,7 @@ int lua_Joystick_setConsumeInputEvents(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->setConsumeInputEvents(param1);
                 instance->setConsumeInputEvents(param1);
@@ -3275,7 +3275,7 @@ int lua_Joystick_setCursorColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3321,7 +3321,7 @@ int lua_Joystick_setCursorRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3365,7 +3365,7 @@ int lua_Joystick_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -3438,7 +3438,7 @@ int lua_Joystick_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3463,7 +3463,7 @@ int lua_Joystick_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3602,11 +3602,11 @@ int lua_Joystick_setImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3631,11 +3631,11 @@ int lua_Joystick_setImageColor(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3680,11 +3680,11 @@ int lua_Joystick_setImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3709,11 +3709,11 @@ int lua_Joystick_setImageRegion(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3758,7 +3758,7 @@ int lua_Joystick_setInnerRegionSize(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector2> param1 = ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param1 = gameplay::ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector2'.");
@@ -3906,7 +3906,7 @@ int lua_Joystick_setOuterRegionSize(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector2> param1 = ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param1 = gameplay::ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector2'.");
@@ -4035,7 +4035,7 @@ int lua_Joystick_setRelative(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->setRelative(param1);
                 instance->setRelative(param1);
@@ -4112,7 +4112,7 @@ int lua_Joystick_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4137,7 +4137,7 @@ int lua_Joystick_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4182,7 +4182,7 @@ int lua_Joystick_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4207,7 +4207,7 @@ int lua_Joystick_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4288,7 +4288,7 @@ int lua_Joystick_setStyle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param1 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
@@ -4388,7 +4388,7 @@ int lua_Joystick_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4413,7 +4413,7 @@ int lua_Joystick_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4457,7 +4457,7 @@ int lua_Joystick_setTextRightToLeft(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->setTextRightToLeft(param1);
                 instance->setTextRightToLeft(param1);
@@ -4476,7 +4476,7 @@ int lua_Joystick_setTextRightToLeft(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
@@ -4515,7 +4515,7 @@ int lua_Joystick_setVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Joystick* instance = getInstance(state);
                 Joystick* instance = getInstance(state);
                 instance->setVisible(param1);
                 instance->setVisible(param1);
@@ -4742,11 +4742,11 @@ int lua_Joystick_static_create(lua_State* state)
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
@@ -4756,7 +4756,7 @@ int lua_Joystick_static_create(lua_State* state)
                 void* returnPtr = (void*)Joystick::create(param1, param2);
                 void* returnPtr = (void*)Joystick::create(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Joystick");
                     luaL_getmetatable(state, "Joystick");

+ 3 - 3
gameplay/src/lua/lua_Keyboard.cpp

@@ -15,14 +15,14 @@ void luaRegister_Keyboard()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Keyboard", lua_members, NULL, lua_Keyboard__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Keyboard", lua_members, NULL, lua_Keyboard__gc, lua_statics, scopePath);
 }
 }
 
 
 static Keyboard* getInstance(lua_State* state)
 static Keyboard* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Keyboard");
     void* userdata = luaL_checkudata(state, 1, "Keyboard");
     luaL_argcheck(state, userdata != NULL, 1, "'Keyboard' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Keyboard' expected.");
-    return (Keyboard*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Keyboard*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Keyboard__gc(lua_State* state)
 int lua_Keyboard__gc(lua_State* state)
@@ -39,7 +39,7 @@ int lua_Keyboard__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Keyboard");
                 void* userdata = luaL_checkudata(state, 1, "Keyboard");
                 luaL_argcheck(state, userdata != NULL, 1, "'Keyboard' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Keyboard' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Keyboard* instance = (Keyboard*)object->instance;
                     Keyboard* instance = (Keyboard*)object->instance;

+ 96 - 96
gameplay/src/lua/lua_Label.cpp

@@ -124,14 +124,14 @@ void luaRegister_Label()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Label", lua_members, NULL, lua_Label__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Label", lua_members, NULL, lua_Label__gc, lua_statics, scopePath);
 }
 }
 
 
 static Label* getInstance(lua_State* state)
 static Label* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Label");
     void* userdata = luaL_checkudata(state, 1, "Label");
     luaL_argcheck(state, userdata != NULL, 1, "'Label' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Label' expected.");
-    return (Label*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Label*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Label__gc(lua_State* state)
 int lua_Label__gc(lua_State* state)
@@ -148,7 +148,7 @@ int lua_Label__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Label");
                 void* userdata = luaL_checkudata(state, 1, "Label");
                 luaL_argcheck(state, userdata != NULL, 1, "'Label' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Label' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Label* instance = (Label*)object->instance;
                     Label* instance = (Label*)object->instance;
@@ -188,7 +188,7 @@ int lua_Label_addListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -265,10 +265,10 @@ int lua_Label_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -307,16 +307,16 @@ int lua_Label_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Label* instance = getInstance(state);
                     Label* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -338,11 +338,11 @@ int lua_Label_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -350,7 +350,7 @@ int lua_Label_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -382,7 +382,7 @@ int lua_Label_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -391,10 +391,10 @@ int lua_Label_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -403,7 +403,7 @@ int lua_Label_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -437,7 +437,7 @@ int lua_Label_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -446,16 +446,16 @@ int lua_Label_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -464,7 +464,7 @@ int lua_Label_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -512,16 +512,16 @@ int lua_Label_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -533,7 +533,7 @@ int lua_Label_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -580,16 +580,16 @@ int lua_Label_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -601,7 +601,7 @@ int lua_Label_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -657,7 +657,7 @@ int lua_Label_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -730,7 +730,7 @@ int lua_Label_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -754,13 +754,13 @@ int lua_Label_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -846,7 +846,7 @@ int lua_Label_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -959,7 +959,7 @@ int lua_Label_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder());
                 void* returnPtr = (void*)&(instance->getBorder());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -989,7 +989,7 @@ int lua_Label_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1033,7 +1033,7 @@ int lua_Label_getBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBounds());
                 void* returnPtr = (void*)&(instance->getBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1077,7 +1077,7 @@ int lua_Label_getClip(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClip());
                 void* returnPtr = (void*)&(instance->getClip());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1121,7 +1121,7 @@ int lua_Label_getClipBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1204,7 +1204,7 @@ int lua_Label_getCursorColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1252,7 +1252,7 @@ int lua_Label_getCursorRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1300,7 +1300,7 @@ int lua_Label_getCursorUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1379,7 +1379,7 @@ int lua_Label_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont();
                 void* returnPtr = (void*)instance->getFont();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1409,7 +1409,7 @@ int lua_Label_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont(param1);
                 void* returnPtr = (void*)instance->getFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1578,7 +1578,7 @@ int lua_Label_getImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1587,7 +1587,7 @@ int lua_Label_getImageColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1630,7 +1630,7 @@ int lua_Label_getImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1639,7 +1639,7 @@ int lua_Label_getImageRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1682,7 +1682,7 @@ int lua_Label_getImageUVs(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1691,7 +1691,7 @@ int lua_Label_getImageUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1735,7 +1735,7 @@ int lua_Label_getMargin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getMargin());
                 void* returnPtr = (void*)&(instance->getMargin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1835,7 +1835,7 @@ int lua_Label_getPadding(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPadding());
                 void* returnPtr = (void*)&(instance->getPadding());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1914,7 +1914,7 @@ int lua_Label_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1944,7 +1944,7 @@ int lua_Label_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1988,7 +1988,7 @@ int lua_Label_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2018,7 +2018,7 @@ int lua_Label_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2097,7 +2097,7 @@ int lua_Label_getStyle(lua_State* state)
                 void* returnPtr = (void*)instance->getStyle();
                 void* returnPtr = (void*)instance->getStyle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeStyle");
                     luaL_getmetatable(state, "ThemeStyle");
@@ -2232,7 +2232,7 @@ int lua_Label_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor());
                 void* returnPtr = (void*)&(instance->getTextColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2262,7 +2262,7 @@ int lua_Label_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2673,7 +2673,7 @@ int lua_Label_removeListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -2715,10 +2715,10 @@ int lua_Label_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -2795,7 +2795,7 @@ int lua_Label_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2824,7 +2824,7 @@ int lua_Label_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2868,7 +2868,7 @@ int lua_Label_setAutoHeight(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->setAutoHeight(param1);
                 instance->setAutoHeight(param1);
@@ -2904,7 +2904,7 @@ int lua_Label_setAutoWidth(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->setAutoWidth(param1);
                 instance->setAutoWidth(param1);
@@ -3023,7 +3023,7 @@ int lua_Label_setBounds(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3064,7 +3064,7 @@ int lua_Label_setConsumeInputEvents(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->setConsumeInputEvents(param1);
                 instance->setConsumeInputEvents(param1);
@@ -3102,7 +3102,7 @@ int lua_Label_setCursorColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3148,7 +3148,7 @@ int lua_Label_setCursorRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3192,7 +3192,7 @@ int lua_Label_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -3265,7 +3265,7 @@ int lua_Label_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3290,7 +3290,7 @@ int lua_Label_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3429,11 +3429,11 @@ int lua_Label_setImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3458,11 +3458,11 @@ int lua_Label_setImageColor(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3507,11 +3507,11 @@ int lua_Label_setImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3536,11 +3536,11 @@ int lua_Label_setImageRegion(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3819,7 +3819,7 @@ int lua_Label_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3844,7 +3844,7 @@ int lua_Label_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3889,7 +3889,7 @@ int lua_Label_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3914,7 +3914,7 @@ int lua_Label_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3995,7 +3995,7 @@ int lua_Label_setStyle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param1 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
@@ -4036,7 +4036,7 @@ int lua_Label_setText(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->setText(param1);
                 instance->setText(param1);
@@ -4131,7 +4131,7 @@ int lua_Label_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4156,7 +4156,7 @@ int lua_Label_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4200,7 +4200,7 @@ int lua_Label_setTextRightToLeft(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->setTextRightToLeft(param1);
                 instance->setTextRightToLeft(param1);
@@ -4219,7 +4219,7 @@ int lua_Label_setTextRightToLeft(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
@@ -4258,7 +4258,7 @@ int lua_Label_setVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Label* instance = getInstance(state);
                 Label* instance = getInstance(state);
                 instance->setVisible(param1);
                 instance->setVisible(param1);
@@ -4485,11 +4485,11 @@ int lua_Label_static_create(lua_State* state)
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
@@ -4499,7 +4499,7 @@ int lua_Label_static_create(lua_State* state)
                 void* returnPtr = (void*)Label::create(param1, param2);
                 void* returnPtr = (void*)Label::create(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Label");
                     luaL_getmetatable(state, "Label");

+ 3 - 3
gameplay/src/lua/lua_Layout.cpp

@@ -25,14 +25,14 @@ void luaRegister_Layout()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Layout", lua_members, NULL, lua_Layout__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Layout", lua_members, NULL, lua_Layout__gc, lua_statics, scopePath);
 }
 }
 
 
 static Layout* getInstance(lua_State* state)
 static Layout* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Layout");
     void* userdata = luaL_checkudata(state, 1, "Layout");
     luaL_argcheck(state, userdata != NULL, 1, "'Layout' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Layout' expected.");
-    return (Layout*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Layout*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Layout__gc(lua_State* state)
 int lua_Layout__gc(lua_State* state)
@@ -49,7 +49,7 @@ int lua_Layout__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Layout");
                 void* userdata = luaL_checkudata(state, 1, "Layout");
                 luaL_argcheck(state, userdata != NULL, 1, "'Layout' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Layout' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Layout* instance = (Layout*)object->instance;
                     Layout* instance = (Layout*)object->instance;

+ 15 - 15
gameplay/src/lua/lua_Light.cpp

@@ -42,14 +42,14 @@ void luaRegister_Light()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Light", lua_members, NULL, lua_Light__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Light", lua_members, NULL, lua_Light__gc, lua_statics, scopePath);
 }
 }
 
 
 static Light* getInstance(lua_State* state)
 static Light* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Light");
     void* userdata = luaL_checkudata(state, 1, "Light");
     luaL_argcheck(state, userdata != NULL, 1, "'Light' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Light' expected.");
-    return (Light*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Light*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Light__gc(lua_State* state)
 int lua_Light__gc(lua_State* state)
@@ -66,7 +66,7 @@ int lua_Light__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Light");
                 void* userdata = luaL_checkudata(state, 1, "Light");
                 luaL_argcheck(state, userdata != NULL, 1, "'Light' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Light' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Light* instance = (Light*)object->instance;
                     Light* instance = (Light*)object->instance;
@@ -138,7 +138,7 @@ int lua_Light_getColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getColor());
                 void* returnPtr = (void*)&(instance->getColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -287,7 +287,7 @@ int lua_Light_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -539,7 +539,7 @@ int lua_Light_setColor(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -717,14 +717,14 @@ int lua_Light_static_createDirectional(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)Light::createDirectional(*param1);
                     void* returnPtr = (void*)Light::createDirectional(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Light");
                         luaL_getmetatable(state, "Light");
@@ -763,7 +763,7 @@ int lua_Light_static_createDirectional(lua_State* state)
                     void* returnPtr = (void*)Light::createDirectional(param1, param2, param3);
                     void* returnPtr = (void*)Light::createDirectional(param1, param2, param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Light");
                         luaL_getmetatable(state, "Light");
@@ -809,7 +809,7 @@ int lua_Light_static_createPoint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -819,7 +819,7 @@ int lua_Light_static_createPoint(lua_State* state)
                     void* returnPtr = (void*)Light::createPoint(*param1, param2);
                     void* returnPtr = (void*)Light::createPoint(*param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Light");
                         luaL_getmetatable(state, "Light");
@@ -862,7 +862,7 @@ int lua_Light_static_createPoint(lua_State* state)
                     void* returnPtr = (void*)Light::createPoint(param1, param2, param3, param4);
                     void* returnPtr = (void*)Light::createPoint(param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Light");
                         luaL_getmetatable(state, "Light");
@@ -910,7 +910,7 @@ int lua_Light_static_createSpot(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -926,7 +926,7 @@ int lua_Light_static_createSpot(lua_State* state)
                     void* returnPtr = (void*)Light::createSpot(*param1, param2, param3, param4);
                     void* returnPtr = (void*)Light::createSpot(*param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Light");
                         luaL_getmetatable(state, "Light");
@@ -977,7 +977,7 @@ int lua_Light_static_createSpot(lua_State* state)
                     void* returnPtr = (void*)Light::createSpot(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)Light::createSpot(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Light");
                         luaL_getmetatable(state, "Light");

+ 5 - 5
gameplay/src/lua/lua_Logger.cpp

@@ -23,14 +23,14 @@ void luaRegister_Logger()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Logger", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Logger", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static Logger* getInstance(lua_State* state)
 static Logger* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Logger");
     void* userdata = luaL_checkudata(state, 1, "Logger");
     luaL_argcheck(state, userdata != NULL, 1, "'Logger' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Logger' expected.");
-    return (Logger*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Logger*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Logger_static_isEnabled(lua_State* state)
 int lua_Logger_static_isEnabled(lua_State* state)
@@ -87,7 +87,7 @@ int lua_Logger_static_log(lua_State* state)
                 Logger::Level param1 = (Logger::Level)lua_enumFromString_LoggerLevel(luaL_checkstring(state, 1));
                 Logger::Level param1 = (Logger::Level)lua_enumFromString_LoggerLevel(luaL_checkstring(state, 1));
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(2, false);
+                const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Logger::log(param1, param2);
                 Logger::log(param1, param2);
                 
                 
@@ -125,7 +125,7 @@ int lua_Logger_static_set(lua_State* state)
                 Logger::Level param1 = (Logger::Level)lua_enumFromString_LoggerLevel(luaL_checkstring(state, 1));
                 Logger::Level param1 = (Logger::Level)lua_enumFromString_LoggerLevel(luaL_checkstring(state, 1));
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(2, false);
+                const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Logger::set(param1, param2);
                 Logger::set(param1, param2);
                 
                 
@@ -163,7 +163,7 @@ int lua_Logger_static_setEnabled(lua_State* state)
                 Logger::Level param1 = (Logger::Level)lua_enumFromString_LoggerLevel(luaL_checkstring(state, 1));
                 Logger::Level param1 = (Logger::Level)lua_enumFromString_LoggerLevel(luaL_checkstring(state, 1));
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                bool param2 = ScriptUtil::luaCheckBool(state, 2);
+                bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Logger::setEnabled(param1, param2);
                 Logger::setEnabled(param1, param2);
                 
                 

+ 28 - 28
gameplay/src/lua/lua_Material.cpp

@@ -44,14 +44,14 @@ void luaRegister_Material()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Material", lua_members, NULL, lua_Material__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Material", lua_members, NULL, lua_Material__gc, lua_statics, scopePath);
 }
 }
 
 
 static Material* getInstance(lua_State* state)
 static Material* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Material");
     void* userdata = luaL_checkudata(state, 1, "Material");
     luaL_argcheck(state, userdata != NULL, 1, "'Material' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Material' expected.");
-    return (Material*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Material*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Material__gc(lua_State* state)
 int lua_Material__gc(lua_State* state)
@@ -68,7 +68,7 @@ int lua_Material__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Material");
                 void* userdata = luaL_checkudata(state, 1, "Material");
                 luaL_argcheck(state, userdata != NULL, 1, "'Material' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Material' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Material* instance = (Material*)object->instance;
                     Material* instance = (Material*)object->instance;
@@ -138,13 +138,13 @@ int lua_Material_getParameter(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Material* instance = getInstance(state);
                 Material* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getParameter(param1);
                 void* returnPtr = (void*)instance->getParameter(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "MaterialParameter");
                     luaL_getmetatable(state, "MaterialParameter");
@@ -223,7 +223,7 @@ int lua_Material_getStateBlock(lua_State* state)
                 void* returnPtr = (void*)instance->getStateBlock();
                 void* returnPtr = (void*)instance->getStateBlock();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "RenderStateStateBlock");
                     luaL_getmetatable(state, "RenderStateStateBlock");
@@ -269,7 +269,7 @@ int lua_Material_getTechnique(lua_State* state)
                     void* returnPtr = (void*)instance->getTechnique();
                     void* returnPtr = (void*)instance->getTechnique();
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Technique");
                         luaL_getmetatable(state, "Technique");
@@ -296,13 +296,13 @@ int lua_Material_getTechnique(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Material* instance = getInstance(state);
                     Material* instance = getInstance(state);
                     void* returnPtr = (void*)instance->getTechnique(param1);
                     void* returnPtr = (void*)instance->getTechnique(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Technique");
                         luaL_getmetatable(state, "Technique");
@@ -351,7 +351,7 @@ int lua_Material_getTechniqueByIndex(lua_State* state)
                 void* returnPtr = (void*)instance->getTechniqueByIndex(param1);
                 void* returnPtr = (void*)instance->getTechniqueByIndex(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Technique");
                     luaL_getmetatable(state, "Technique");
@@ -463,7 +463,7 @@ int lua_Material_setParameterAutoBinding(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     RenderState::AutoBinding param2 = (RenderState::AutoBinding)lua_enumFromString_RenderStateAutoBinding(luaL_checkstring(state, 3));
                     RenderState::AutoBinding param2 = (RenderState::AutoBinding)lua_enumFromString_RenderStateAutoBinding(luaL_checkstring(state, 3));
@@ -482,10 +482,10 @@ int lua_Material_setParameterAutoBinding(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Material* instance = getInstance(state);
                     Material* instance = getInstance(state);
                     instance->setParameterAutoBinding(param1, param2);
                     instance->setParameterAutoBinding(param1, param2);
@@ -523,7 +523,7 @@ int lua_Material_setStateBlock(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<RenderState::StateBlock> param1 = ScriptUtil::getObjectPointer<RenderState::StateBlock>(2, "RenderStateStateBlock", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<RenderState::StateBlock> param1 = gameplay::ScriptUtil::getObjectPointer<RenderState::StateBlock>(2, "RenderStateStateBlock", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderState::StateBlock'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderState::StateBlock'.");
@@ -564,7 +564,7 @@ int lua_Material_setTechnique(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Material* instance = getInstance(state);
                 Material* instance = getInstance(state);
                 instance->setTechnique(param1);
                 instance->setTechnique(param1);
@@ -601,12 +601,12 @@ int lua_Material_static_create(lua_State* state)
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     void* returnPtr = (void*)Material::create(param1);
                     void* returnPtr = (void*)Material::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -627,14 +627,14 @@ int lua_Material_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Properties> param1 = ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param1 = gameplay::ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)Material::create(param1);
                     void* returnPtr = (void*)Material::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -655,14 +655,14 @@ int lua_Material_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Effect> param1 = ScriptUtil::getObjectPointer<Effect>(1, "Effect", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Effect> param1 = gameplay::ScriptUtil::getObjectPointer<Effect>(1, "Effect", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)Material::create(param1);
                     void* returnPtr = (void*)Material::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -689,15 +689,15 @@ int lua_Material_static_create(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(2, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                     void* returnPtr = (void*)Material::create(param1, param2);
                     void* returnPtr = (void*)Material::create(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -725,18 +725,18 @@ int lua_Material_static_create(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(2, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    const char* param3 = ScriptUtil::getString(3, false);
+                    const char* param3 = gameplay::ScriptUtil::getString(3, false);
 
 
                     void* returnPtr = (void*)Material::create(param1, param2, param3);
                     void* returnPtr = (void*)Material::create(param1, param2, param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");

+ 58 - 58
gameplay/src/lua/lua_MaterialParameter.cpp

@@ -41,14 +41,14 @@ void luaRegister_MaterialParameter()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("MaterialParameter", lua_members, NULL, lua_MaterialParameter__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("MaterialParameter", lua_members, NULL, lua_MaterialParameter__gc, lua_statics, scopePath);
 }
 }
 
 
 static MaterialParameter* getInstance(lua_State* state)
 static MaterialParameter* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "MaterialParameter");
     void* userdata = luaL_checkudata(state, 1, "MaterialParameter");
     luaL_argcheck(state, userdata != NULL, 1, "'MaterialParameter' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'MaterialParameter' expected.");
-    return (MaterialParameter*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (MaterialParameter*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_MaterialParameter__gc(lua_State* state)
 int lua_MaterialParameter__gc(lua_State* state)
@@ -65,7 +65,7 @@ int lua_MaterialParameter__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "MaterialParameter");
                 void* userdata = luaL_checkudata(state, 1, "MaterialParameter");
                 luaL_argcheck(state, userdata != NULL, 1, "'MaterialParameter' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'MaterialParameter' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     MaterialParameter* instance = (MaterialParameter*)object->instance;
                     MaterialParameter* instance = (MaterialParameter*)object->instance;
@@ -137,7 +137,7 @@ int lua_MaterialParameter_bindValue(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -145,7 +145,7 @@ int lua_MaterialParameter_bindValue(lua_State* state)
                 }
                 }
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(3, false);
+                const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                 MaterialParameter* instance = getInstance(state);
                 MaterialParameter* instance = getInstance(state);
                 instance->bindValue(param1, param2);
                 instance->bindValue(param1, param2);
@@ -184,16 +184,16 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     MaterialParameter* instance = getInstance(state);
                     MaterialParameter* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -215,11 +215,11 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -227,7 +227,7 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -259,7 +259,7 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -268,10 +268,10 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -280,7 +280,7 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -314,7 +314,7 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -323,16 +323,16 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -341,7 +341,7 @@ int lua_MaterialParameter_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -389,16 +389,16 @@ int lua_MaterialParameter_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -410,7 +410,7 @@ int lua_MaterialParameter_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -457,16 +457,16 @@ int lua_MaterialParameter_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -478,7 +478,7 @@ int lua_MaterialParameter_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -534,7 +534,7 @@ int lua_MaterialParameter_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 MaterialParameter* instance = getInstance(state);
                 MaterialParameter* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -572,7 +572,7 @@ int lua_MaterialParameter_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -596,13 +596,13 @@ int lua_MaterialParameter_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 MaterialParameter* instance = getInstance(state);
                 MaterialParameter* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -688,7 +688,7 @@ int lua_MaterialParameter_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -801,7 +801,7 @@ int lua_MaterialParameter_getSampler(lua_State* state)
                 void* returnPtr = (void*)instance->getSampler();
                 void* returnPtr = (void*)instance->getSampler();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "TextureSampler");
                     luaL_getmetatable(state, "TextureSampler");
@@ -831,7 +831,7 @@ int lua_MaterialParameter_getSampler(lua_State* state)
                 void* returnPtr = (void*)instance->getSampler(param1);
                 void* returnPtr = (void*)instance->getSampler(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "TextureSampler");
                     luaL_getmetatable(state, "TextureSampler");
@@ -910,7 +910,7 @@ int lua_MaterialParameter_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -939,7 +939,7 @@ int lua_MaterialParameter_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -1015,7 +1015,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                     (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                     (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                    gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                     MaterialParameter* instance = getInstance(state);
                     MaterialParameter* instance = getInstance(state);
                     instance->setValue(param1);
                     instance->setValue(param1);
@@ -1030,7 +1030,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                     (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                     (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<int> param1 = ScriptUtil::getIntPointer(2);
+                    gameplay::ScriptUtil::LuaArray<int> param1 = gameplay::ScriptUtil::getIntPointer(2);
 
 
                     MaterialParameter* instance = getInstance(state);
                     MaterialParameter* instance = getInstance(state);
                     instance->setValue(param1);
                     instance->setValue(param1);
@@ -1046,7 +1046,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector2> param1 = ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector2> param1 = gameplay::ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1064,7 +1064,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector2> param1 = ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector2> param1 = gameplay::ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1082,7 +1082,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1100,7 +1100,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1118,7 +1118,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1136,7 +1136,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1154,7 +1154,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1172,7 +1172,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1190,7 +1190,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Texture::Sampler> param1 = ScriptUtil::getObjectPointer<Texture::Sampler>(2, "TextureSampler", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Texture::Sampler> param1 = gameplay::ScriptUtil::getObjectPointer<Texture::Sampler>(2, "TextureSampler", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1214,7 +1214,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                     lua_type(state, 3) == LUA_TNUMBER)
                     lua_type(state, 3) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                    gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
                     unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
@@ -1233,7 +1233,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                     lua_type(state, 3) == LUA_TNUMBER)
                     lua_type(state, 3) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<int> param1 = ScriptUtil::getIntPointer(2);
+                    gameplay::ScriptUtil::LuaArray<int> param1 = gameplay::ScriptUtil::getIntPointer(2);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
                     unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
@@ -1253,7 +1253,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector2> param1 = ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector2> param1 = gameplay::ScriptUtil::getObjectPointer<Vector2>(2, "Vector2", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1275,7 +1275,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1297,7 +1297,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1319,7 +1319,7 @@ int lua_MaterialParameter_setValue(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1340,16 +1340,16 @@ int lua_MaterialParameter_setValue(lua_State* state)
                     lua_type(state, 3) == LUA_TBOOLEAN)
                     lua_type(state, 3) == LUA_TBOOLEAN)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    bool param2 = ScriptUtil::luaCheckBool(state, 3);
+                    bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                     MaterialParameter* instance = getInstance(state);
                     MaterialParameter* instance = getInstance(state);
                     void* returnPtr = (void*)instance->setValue(param1, param2);
                     void* returnPtr = (void*)instance->setValue(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "TextureSampler");
                         luaL_getmetatable(state, "TextureSampler");

+ 5 - 5
gameplay/src/lua/lua_MathUtil.cpp

@@ -20,14 +20,14 @@ void luaRegister_MathUtil()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("MathUtil", lua_members, NULL, lua_MathUtil__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("MathUtil", lua_members, NULL, lua_MathUtil__gc, lua_statics, scopePath);
 }
 }
 
 
 static MathUtil* getInstance(lua_State* state)
 static MathUtil* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "MathUtil");
     void* userdata = luaL_checkudata(state, 1, "MathUtil");
     luaL_argcheck(state, userdata != NULL, 1, "'MathUtil' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'MathUtil' expected.");
-    return (MathUtil*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (MathUtil*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_MathUtil__gc(lua_State* state)
 int lua_MathUtil__gc(lua_State* state)
@@ -44,7 +44,7 @@ int lua_MathUtil__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "MathUtil");
                 void* userdata = luaL_checkudata(state, 1, "MathUtil");
                 luaL_argcheck(state, userdata != NULL, 1, "'MathUtil' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'MathUtil' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     MathUtil* instance = (MathUtil*)object->instance;
                     MathUtil* instance = (MathUtil*)object->instance;
@@ -86,7 +86,7 @@ int lua_MathUtil_static_smooth(lua_State* state)
                     lua_type(state, 4) == LUA_TNUMBER)
                     lua_type(state, 4) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(1);
+                    gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(1);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     float param2 = (float)luaL_checknumber(state, 2);
                     float param2 = (float)luaL_checknumber(state, 2);
@@ -118,7 +118,7 @@ int lua_MathUtil_static_smooth(lua_State* state)
                     lua_type(state, 5) == LUA_TNUMBER)
                     lua_type(state, 5) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(1);
+                    gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(1);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     float param2 = (float)luaL_checknumber(state, 2);
                     float param2 = (float)luaL_checknumber(state, 2);

+ 105 - 105
gameplay/src/lua/lua_Matrix.cpp

@@ -69,14 +69,14 @@ void luaRegister_Matrix()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Matrix", lua_members, lua_Matrix__init, lua_Matrix__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Matrix", lua_members, lua_Matrix__init, lua_Matrix__gc, lua_statics, scopePath);
 }
 }
 
 
 static Matrix* getInstance(lua_State* state)
 static Matrix* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Matrix");
     void* userdata = luaL_checkudata(state, 1, "Matrix");
     luaL_argcheck(state, userdata != NULL, 1, "'Matrix' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Matrix' expected.");
-    return (Matrix*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Matrix*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Matrix__gc(lua_State* state)
 int lua_Matrix__gc(lua_State* state)
@@ -93,7 +93,7 @@ int lua_Matrix__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Matrix");
                 void* userdata = luaL_checkudata(state, 1, "Matrix");
                 luaL_argcheck(state, userdata != NULL, 1, "'Matrix' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Matrix' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Matrix* instance = (Matrix*)object->instance;
                     Matrix* instance = (Matrix*)object->instance;
@@ -130,7 +130,7 @@ int lua_Matrix__init(lua_State* state)
             void* returnPtr = (void*)new Matrix();
             void* returnPtr = (void*)new Matrix();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "Matrix");
                 luaL_getmetatable(state, "Matrix");
@@ -151,12 +151,12 @@ int lua_Matrix__init(lua_State* state)
                 if ((lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TLIGHTUSERDATA))
                 if ((lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TLIGHTUSERDATA))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(1);
+                    gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(1);
 
 
                     void* returnPtr = (void*)new Matrix(param1);
                     void* returnPtr = (void*)new Matrix(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Matrix");
                         luaL_getmetatable(state, "Matrix");
@@ -177,14 +177,14 @@ int lua_Matrix__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Matrix(*param1);
                     void* returnPtr = (void*)new Matrix(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Matrix");
                         luaL_getmetatable(state, "Matrix");
@@ -275,7 +275,7 @@ int lua_Matrix__init(lua_State* state)
                     void* returnPtr = (void*)new Matrix(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10, param11, param12, param13, param14, param15, param16);
                     void* returnPtr = (void*)new Matrix(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10, param11, param12, param13, param14, param15, param16);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Matrix");
                         luaL_getmetatable(state, "Matrix");
@@ -336,7 +336,7 @@ int lua_Matrix_add(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -364,7 +364,7 @@ int lua_Matrix_add(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -406,7 +406,7 @@ int lua_Matrix_decompose(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -415,7 +415,7 @@ int lua_Matrix_decompose(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -424,7 +424,7 @@ int lua_Matrix_decompose(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
@@ -504,7 +504,7 @@ int lua_Matrix_getBackVector(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -546,7 +546,7 @@ int lua_Matrix_getDownVector(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -588,7 +588,7 @@ int lua_Matrix_getForwardVector(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -630,7 +630,7 @@ int lua_Matrix_getLeftVector(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -672,7 +672,7 @@ int lua_Matrix_getRightVector(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -714,7 +714,7 @@ int lua_Matrix_getRotation(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -759,7 +759,7 @@ int lua_Matrix_getScale(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -801,7 +801,7 @@ int lua_Matrix_getTranslation(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -843,7 +843,7 @@ int lua_Matrix_getUpVector(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -907,7 +907,7 @@ int lua_Matrix_invert(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -983,7 +983,7 @@ int lua_Matrix_m(lua_State* state)
     if (lua_gettop(state) == 2)
     if (lua_gettop(state) == 2)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
-        ScriptUtil::LuaArray<float> param2 = ScriptUtil::getFloatPointer(2);
+        gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
         memcpy(instance->m, param2, sizeof(float) * 16);
         memcpy(instance->m, param2, sizeof(float) * 16);
         return 0;
         return 0;
@@ -1030,7 +1030,7 @@ int lua_Matrix_multiply(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1058,7 +1058,7 @@ int lua_Matrix_multiply(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1117,7 +1117,7 @@ int lua_Matrix_negate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1159,7 +1159,7 @@ int lua_Matrix_rotate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1184,13 +1184,13 @@ int lua_Matrix_rotate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1209,7 +1209,7 @@ int lua_Matrix_rotate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1238,7 +1238,7 @@ int lua_Matrix_rotate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1247,7 +1247,7 @@ int lua_Matrix_rotate(lua_State* state)
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Matrix> param3 = ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param3 = gameplay::ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -1314,7 +1314,7 @@ int lua_Matrix_rotateX(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1381,7 +1381,7 @@ int lua_Matrix_rotateY(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1448,7 +1448,7 @@ int lua_Matrix_rotateZ(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1505,7 +1505,7 @@ int lua_Matrix_scale(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1533,7 +1533,7 @@ int lua_Matrix_scale(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1552,13 +1552,13 @@ int lua_Matrix_scale(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1623,7 +1623,7 @@ int lua_Matrix_scale(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Matrix> param4 = ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param4 = gameplay::ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -1664,7 +1664,7 @@ int lua_Matrix_set(lua_State* state)
                     (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                     (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                    gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                     Matrix* instance = getInstance(state);
                     Matrix* instance = getInstance(state);
                     instance->set(param1);
                     instance->set(param1);
@@ -1680,7 +1680,7 @@ int lua_Matrix_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1866,7 +1866,7 @@ int lua_Matrix_static_add(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
@@ -1875,7 +1875,7 @@ int lua_Matrix_static_add(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
@@ -1884,7 +1884,7 @@ int lua_Matrix_static_add(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Matrix> param3 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param3 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Matrix'.");
@@ -1929,25 +1929,25 @@ int lua_Matrix_static_createBillboard(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Matrix> param4 = ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param4 = gameplay::ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -1973,31 +1973,31 @@ int lua_Matrix_static_createBillboard(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Vector3> param4 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     bool param5Valid;
                     bool param5Valid;
-                    ScriptUtil::LuaArray<Matrix> param5 = ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param5Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param5 = gameplay::ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param5Valid);
                     if (!param5Valid)
                     if (!param5Valid)
                         break;
                         break;
 
 
@@ -2040,25 +2040,25 @@ int lua_Matrix_static_createLookAt(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Matrix> param4 = ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param4 = gameplay::ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -2116,7 +2116,7 @@ int lua_Matrix_static_createLookAt(lua_State* state)
 
 
                     // Get parameter 10 off the stack.
                     // Get parameter 10 off the stack.
                     bool param10Valid;
                     bool param10Valid;
-                    ScriptUtil::LuaArray<Matrix> param10 = ScriptUtil::getObjectPointer<Matrix>(10, "Matrix", false, &param10Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param10 = gameplay::ScriptUtil::getObjectPointer<Matrix>(10, "Matrix", false, &param10Valid);
                     if (!param10Valid)
                     if (!param10Valid)
                         break;
                         break;
 
 
@@ -2170,7 +2170,7 @@ int lua_Matrix_static_createOrthographic(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Matrix> param5 = ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param5 = gameplay::ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Matrix'.");
@@ -2234,7 +2234,7 @@ int lua_Matrix_static_createOrthographicOffCenter(lua_State* state)
 
 
                 // Get parameter 7 off the stack.
                 // Get parameter 7 off the stack.
                 bool param7Valid;
                 bool param7Valid;
-                ScriptUtil::LuaArray<Matrix> param7 = ScriptUtil::getObjectPointer<Matrix>(7, "Matrix", false, &param7Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param7 = gameplay::ScriptUtil::getObjectPointer<Matrix>(7, "Matrix", false, &param7Valid);
                 if (!param7Valid)
                 if (!param7Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 7 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 7 to type 'Matrix'.");
@@ -2290,7 +2290,7 @@ int lua_Matrix_static_createPerspective(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Matrix> param5 = ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param5 = gameplay::ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Matrix'.");
@@ -2331,7 +2331,7 @@ int lua_Matrix_static_createReflection(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(1, "Plane", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(1, "Plane", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Plane'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Plane'.");
@@ -2340,7 +2340,7 @@ int lua_Matrix_static_createReflection(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
@@ -2383,13 +2383,13 @@ int lua_Matrix_static_createRotation(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -2413,7 +2413,7 @@ int lua_Matrix_static_createRotation(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -2422,7 +2422,7 @@ int lua_Matrix_static_createRotation(lua_State* state)
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Matrix> param3 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param3 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -2464,7 +2464,7 @@ int lua_Matrix_static_createRotationX(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
@@ -2508,7 +2508,7 @@ int lua_Matrix_static_createRotationY(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
@@ -2552,7 +2552,7 @@ int lua_Matrix_static_createRotationZ(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
@@ -2595,13 +2595,13 @@ int lua_Matrix_static_createScale(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -2635,7 +2635,7 @@ int lua_Matrix_static_createScale(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Matrix> param4 = ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param4 = gameplay::ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -2676,13 +2676,13 @@ int lua_Matrix_static_createTranslation(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -2716,7 +2716,7 @@ int lua_Matrix_static_createTranslation(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Matrix> param4 = ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param4 = gameplay::ScriptUtil::getObjectPointer<Matrix>(4, "Matrix", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -2753,7 +2753,7 @@ int lua_Matrix_static_identity(lua_State* state)
             void* returnPtr = (void*)&(Matrix::identity());
             void* returnPtr = (void*)&(Matrix::identity());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "Matrix");
                 luaL_getmetatable(state, "Matrix");
@@ -2795,7 +2795,7 @@ int lua_Matrix_static_multiply(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -2804,7 +2804,7 @@ int lua_Matrix_static_multiply(lua_State* state)
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Matrix> param3 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param3 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -2822,19 +2822,19 @@ int lua_Matrix_static_multiply(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Matrix> param3 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param3 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -2874,7 +2874,7 @@ int lua_Matrix_static_subtract(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
@@ -2883,7 +2883,7 @@ int lua_Matrix_static_subtract(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
@@ -2892,7 +2892,7 @@ int lua_Matrix_static_subtract(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Matrix> param3 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param3 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Matrix'.");
@@ -2931,7 +2931,7 @@ int lua_Matrix_static_zero(lua_State* state)
             void* returnPtr = (void*)&(Matrix::zero());
             void* returnPtr = (void*)&(Matrix::zero());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "Matrix");
                 luaL_getmetatable(state, "Matrix");
@@ -2970,7 +2970,7 @@ int lua_Matrix_subtract(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
@@ -3014,7 +3014,7 @@ int lua_Matrix_transformPoint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -3039,13 +3039,13 @@ int lua_Matrix_transformPoint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -3087,7 +3087,7 @@ int lua_Matrix_transformVector(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -3105,7 +3105,7 @@ int lua_Matrix_transformVector(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -3130,13 +3130,13 @@ int lua_Matrix_transformVector(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -3155,13 +3155,13 @@ int lua_Matrix_transformVector(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -3201,7 +3201,7 @@ int lua_Matrix_transformVector(lua_State* state)
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     bool param5Valid;
                     bool param5Valid;
-                    ScriptUtil::LuaArray<Vector3> param5 = ScriptUtil::getObjectPointer<Vector3>(6, "Vector3", false, &param5Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param5 = gameplay::ScriptUtil::getObjectPointer<Vector3>(6, "Vector3", false, &param5Valid);
                     if (!param5Valid)
                     if (!param5Valid)
                         break;
                         break;
 
 
@@ -3243,7 +3243,7 @@ int lua_Matrix_translate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -3268,13 +3268,13 @@ int lua_Matrix_translate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -3339,7 +3339,7 @@ int lua_Matrix_translate(lua_State* state)
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Matrix> param4 = ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param4 = gameplay::ScriptUtil::getObjectPointer<Matrix>(5, "Matrix", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -3398,7 +3398,7 @@ int lua_Matrix_transpose(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 

+ 36 - 36
gameplay/src/lua/lua_Mesh.cpp

@@ -51,14 +51,14 @@ void luaRegister_Mesh()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Mesh", lua_members, NULL, lua_Mesh__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Mesh", lua_members, NULL, lua_Mesh__gc, lua_statics, scopePath);
 }
 }
 
 
 static Mesh* getInstance(lua_State* state)
 static Mesh* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Mesh");
     void* userdata = luaL_checkudata(state, 1, "Mesh");
     luaL_argcheck(state, userdata != NULL, 1, "'Mesh' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Mesh' expected.");
-    return (Mesh*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Mesh*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Mesh__gc(lua_State* state)
 int lua_Mesh__gc(lua_State* state)
@@ -75,7 +75,7 @@ int lua_Mesh__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Mesh");
                 void* userdata = luaL_checkudata(state, 1, "Mesh");
                 luaL_argcheck(state, userdata != NULL, 1, "'Mesh' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Mesh' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Mesh* instance = (Mesh*)object->instance;
                     Mesh* instance = (Mesh*)object->instance;
@@ -127,7 +127,7 @@ int lua_Mesh_addPart(lua_State* state)
                 void* returnPtr = (void*)instance->addPart(param1, param2, param3);
                 void* returnPtr = (void*)instance->addPart(param1, param2, param3);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "MeshPart");
                     luaL_getmetatable(state, "MeshPart");
@@ -163,13 +163,13 @@ int lua_Mesh_addPart(lua_State* state)
                 unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                 unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                bool param4 = ScriptUtil::luaCheckBool(state, 5);
+                bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 5);
 
 
                 Mesh* instance = getInstance(state);
                 Mesh* instance = getInstance(state);
                 void* returnPtr = (void*)instance->addPart(param1, param2, param3, param4);
                 void* returnPtr = (void*)instance->addPart(param1, param2, param3, param4);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "MeshPart");
                     luaL_getmetatable(state, "MeshPart");
@@ -245,7 +245,7 @@ int lua_Mesh_getBoundingBox(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBoundingBox());
                 void* returnPtr = (void*)&(instance->getBoundingBox());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "BoundingBox");
                     luaL_getmetatable(state, "BoundingBox");
@@ -289,7 +289,7 @@ int lua_Mesh_getBoundingSphere(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBoundingSphere());
                 void* returnPtr = (void*)&(instance->getBoundingSphere());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "BoundingSphere");
                     luaL_getmetatable(state, "BoundingSphere");
@@ -337,7 +337,7 @@ int lua_Mesh_getPart(lua_State* state)
                 void* returnPtr = (void*)instance->getPart(param1);
                 void* returnPtr = (void*)instance->getPart(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "MeshPart");
                     luaL_getmetatable(state, "MeshPart");
@@ -521,7 +521,7 @@ int lua_Mesh_getVertexBuffer(lua_State* state)
                 void* returnPtr = (void*)new GLuint(instance->getVertexBuffer());
                 void* returnPtr = (void*)new GLuint(instance->getVertexBuffer());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "GLuint");
                     luaL_getmetatable(state, "GLuint");
@@ -600,7 +600,7 @@ int lua_Mesh_getVertexFormat(lua_State* state)
                 void* returnPtr = (void*)&(instance->getVertexFormat());
                 void* returnPtr = (void*)&(instance->getVertexFormat());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "VertexFormat");
                     luaL_getmetatable(state, "VertexFormat");
@@ -745,7 +745,7 @@ int lua_Mesh_setBoundingBox(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'BoundingBox'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'BoundingBox'.");
@@ -787,7 +787,7 @@ int lua_Mesh_setBoundingSphere(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'BoundingSphere'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'BoundingSphere'.");
@@ -864,7 +864,7 @@ int lua_Mesh_setVertexData(lua_State* state)
                 (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                 (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                 Mesh* instance = getInstance(state);
                 Mesh* instance = getInstance(state);
                 instance->setVertexData(param1);
                 instance->setVertexData(param1);
@@ -883,7 +883,7 @@ int lua_Mesh_setVertexData(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
@@ -906,7 +906,7 @@ int lua_Mesh_setVertexData(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
@@ -948,7 +948,7 @@ int lua_Mesh_static_createBoundingBox(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(1, "BoundingBox", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(1, "BoundingBox", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'BoundingBox'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'BoundingBox'.");
@@ -958,7 +958,7 @@ int lua_Mesh_static_createBoundingBox(lua_State* state)
                 void* returnPtr = (void*)Mesh::createBoundingBox(*param1);
                 void* returnPtr = (void*)Mesh::createBoundingBox(*param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Mesh");
                     luaL_getmetatable(state, "Mesh");
@@ -1001,7 +1001,7 @@ int lua_Mesh_static_createLines(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1014,7 +1014,7 @@ int lua_Mesh_static_createLines(lua_State* state)
                 void* returnPtr = (void*)Mesh::createLines(param1, param2);
                 void* returnPtr = (void*)Mesh::createLines(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Mesh");
                     luaL_getmetatable(state, "Mesh");
@@ -1057,7 +1057,7 @@ int lua_Mesh_static_createMesh(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<VertexFormat> param1 = ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'VertexFormat'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'VertexFormat'.");
@@ -1070,7 +1070,7 @@ int lua_Mesh_static_createMesh(lua_State* state)
                 void* returnPtr = (void*)Mesh::createMesh(*param1, param2);
                 void* returnPtr = (void*)Mesh::createMesh(*param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Mesh");
                     luaL_getmetatable(state, "Mesh");
@@ -1096,7 +1096,7 @@ int lua_Mesh_static_createMesh(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<VertexFormat> param1 = ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'VertexFormat'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'VertexFormat'.");
@@ -1107,12 +1107,12 @@ int lua_Mesh_static_createMesh(lua_State* state)
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                bool param3 = ScriptUtil::luaCheckBool(state, 3);
+                bool param3 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                 void* returnPtr = (void*)Mesh::createMesh(*param1, param2, param3);
                 void* returnPtr = (void*)Mesh::createMesh(*param1, param2, param3);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Mesh");
                     luaL_getmetatable(state, "Mesh");
@@ -1159,32 +1159,32 @@ int lua_Mesh_static_createQuad(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Vector3> param4 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)Mesh::createQuad(*param1, *param2, *param3, *param4);
                     void* returnPtr = (void*)Mesh::createQuad(*param1, *param2, *param3, *param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Mesh");
                         luaL_getmetatable(state, "Mesh");
@@ -1221,7 +1221,7 @@ int lua_Mesh_static_createQuad(lua_State* state)
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4);
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Mesh");
                         luaL_getmetatable(state, "Mesh");
@@ -1268,7 +1268,7 @@ int lua_Mesh_static_createQuad(lua_State* state)
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4, param5);
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4, param5);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Mesh");
                         luaL_getmetatable(state, "Mesh");
@@ -1319,7 +1319,7 @@ int lua_Mesh_static_createQuad(lua_State* state)
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Mesh");
                         luaL_getmetatable(state, "Mesh");
@@ -1374,7 +1374,7 @@ int lua_Mesh_static_createQuad(lua_State* state)
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4, param5, param6, param7);
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4, param5, param6, param7);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Mesh");
                         luaL_getmetatable(state, "Mesh");
@@ -1433,7 +1433,7 @@ int lua_Mesh_static_createQuad(lua_State* state)
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)Mesh::createQuad(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Mesh");
                         luaL_getmetatable(state, "Mesh");
@@ -1475,7 +1475,7 @@ int lua_Mesh_static_createQuadFullscreen(lua_State* state)
             void* returnPtr = (void*)Mesh::createQuadFullscreen();
             void* returnPtr = (void*)Mesh::createQuadFullscreen();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "Mesh");
                 luaL_getmetatable(state, "Mesh");

+ 33 - 33
gameplay/src/lua/lua_MeshBatch.cpp

@@ -29,14 +29,14 @@ void luaRegister_MeshBatch()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("MeshBatch", lua_members, NULL, lua_MeshBatch__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("MeshBatch", lua_members, NULL, lua_MeshBatch__gc, lua_statics, scopePath);
 }
 }
 
 
 static MeshBatch* getInstance(lua_State* state)
 static MeshBatch* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "MeshBatch");
     void* userdata = luaL_checkudata(state, 1, "MeshBatch");
     luaL_argcheck(state, userdata != NULL, 1, "'MeshBatch' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'MeshBatch' expected.");
-    return (MeshBatch*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (MeshBatch*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_MeshBatch__gc(lua_State* state)
 int lua_MeshBatch__gc(lua_State* state)
@@ -53,7 +53,7 @@ int lua_MeshBatch__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "MeshBatch");
                 void* userdata = luaL_checkudata(state, 1, "MeshBatch");
                 luaL_argcheck(state, userdata != NULL, 1, "'MeshBatch' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'MeshBatch' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     MeshBatch* instance = (MeshBatch*)object->instance;
                     MeshBatch* instance = (MeshBatch*)object->instance;
@@ -92,7 +92,7 @@ int lua_MeshBatch_add(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
@@ -115,13 +115,13 @@ int lua_MeshBatch_add(lua_State* state)
                 (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA))
                 (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<unsigned short> param3 = ScriptUtil::getUnsignedShortPointer(4);
+                gameplay::ScriptUtil::LuaArray<unsigned short> param3 = gameplay::ScriptUtil::getUnsignedShortPointer(4);
 
 
                 MeshBatch* instance = getInstance(state);
                 MeshBatch* instance = getInstance(state);
                 instance->add(param1, param2, param3);
                 instance->add(param1, param2, param3);
@@ -142,13 +142,13 @@ int lua_MeshBatch_add(lua_State* state)
                 lua_type(state, 5) == LUA_TNUMBER)
                 lua_type(state, 5) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
                 unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<unsigned short> param3 = ScriptUtil::getUnsignedShortPointer(4);
+                gameplay::ScriptUtil::LuaArray<unsigned short> param3 = gameplay::ScriptUtil::getUnsignedShortPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 5);
                 unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 5);
@@ -288,7 +288,7 @@ int lua_MeshBatch_getMaterial(lua_State* state)
                 void* returnPtr = (void*)instance->getMaterial();
                 void* returnPtr = (void*)instance->getMaterial();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Material");
                     luaL_getmetatable(state, "Material");
@@ -403,7 +403,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<VertexFormat> param1 = ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -411,15 +411,15 @@ int lua_MeshBatch_static_create(lua_State* state)
                     Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)lua_enumFromString_MeshPrimitiveType(luaL_checkstring(state, 2));
                     Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)lua_enumFromString_MeshPrimitiveType(luaL_checkstring(state, 2));
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    const char* param3 = ScriptUtil::getString(3, false);
+                    const char* param3 = gameplay::ScriptUtil::getString(3, false);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    bool param4 = ScriptUtil::luaCheckBool(state, 4);
+                    bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
 
 
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4);
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "MeshBatch");
                         luaL_getmetatable(state, "MeshBatch");
@@ -443,7 +443,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<VertexFormat> param1 = ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -452,17 +452,17 @@ int lua_MeshBatch_static_create(lua_State* state)
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Material> param3 = ScriptUtil::getObjectPointer<Material>(3, "Material", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Material> param3 = gameplay::ScriptUtil::getObjectPointer<Material>(3, "Material", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    bool param4 = ScriptUtil::luaCheckBool(state, 4);
+                    bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
 
 
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4);
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "MeshBatch");
                         luaL_getmetatable(state, "MeshBatch");
@@ -493,7 +493,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<VertexFormat> param1 = ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -501,10 +501,10 @@ int lua_MeshBatch_static_create(lua_State* state)
                     Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)lua_enumFromString_MeshPrimitiveType(luaL_checkstring(state, 2));
                     Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)lua_enumFromString_MeshPrimitiveType(luaL_checkstring(state, 2));
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    const char* param3 = ScriptUtil::getString(3, false);
+                    const char* param3 = gameplay::ScriptUtil::getString(3, false);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    bool param4 = ScriptUtil::luaCheckBool(state, 4);
+                    bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
@@ -512,7 +512,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4, param5);
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4, param5);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "MeshBatch");
                         luaL_getmetatable(state, "MeshBatch");
@@ -537,7 +537,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<VertexFormat> param1 = ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -546,12 +546,12 @@ int lua_MeshBatch_static_create(lua_State* state)
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Material> param3 = ScriptUtil::getObjectPointer<Material>(3, "Material", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Material> param3 = gameplay::ScriptUtil::getObjectPointer<Material>(3, "Material", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    bool param4 = ScriptUtil::luaCheckBool(state, 4);
+                    bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
@@ -559,7 +559,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4, param5);
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4, param5);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "MeshBatch");
                         luaL_getmetatable(state, "MeshBatch");
@@ -591,7 +591,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<VertexFormat> param1 = ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -599,10 +599,10 @@ int lua_MeshBatch_static_create(lua_State* state)
                     Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)lua_enumFromString_MeshPrimitiveType(luaL_checkstring(state, 2));
                     Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)lua_enumFromString_MeshPrimitiveType(luaL_checkstring(state, 2));
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    const char* param3 = ScriptUtil::getString(3, false);
+                    const char* param3 = gameplay::ScriptUtil::getString(3, false);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    bool param4 = ScriptUtil::luaCheckBool(state, 4);
+                    bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
@@ -613,7 +613,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "MeshBatch");
                         luaL_getmetatable(state, "MeshBatch");
@@ -639,7 +639,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<VertexFormat> param1 = ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -648,12 +648,12 @@ int lua_MeshBatch_static_create(lua_State* state)
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Material> param3 = ScriptUtil::getObjectPointer<Material>(3, "Material", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Material> param3 = gameplay::ScriptUtil::getObjectPointer<Material>(3, "Material", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    bool param4 = ScriptUtil::luaCheckBool(state, 4);
+                    bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
                     unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
@@ -664,7 +664,7 @@ int lua_MeshBatch_static_create(lua_State* state)
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)MeshBatch::create(*param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "MeshBatch");
                         luaL_getmetatable(state, "MeshBatch");

+ 4 - 4
gameplay/src/lua/lua_MeshPart.cpp

@@ -24,14 +24,14 @@ void luaRegister_MeshPart()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("MeshPart", lua_members, NULL, lua_MeshPart__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("MeshPart", lua_members, NULL, lua_MeshPart__gc, lua_statics, scopePath);
 }
 }
 
 
 static MeshPart* getInstance(lua_State* state)
 static MeshPart* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "MeshPart");
     void* userdata = luaL_checkudata(state, 1, "MeshPart");
     luaL_argcheck(state, userdata != NULL, 1, "'MeshPart' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'MeshPart' expected.");
-    return (MeshPart*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (MeshPart*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_MeshPart__gc(lua_State* state)
 int lua_MeshPart__gc(lua_State* state)
@@ -48,7 +48,7 @@ int lua_MeshPart__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "MeshPart");
                 void* userdata = luaL_checkudata(state, 1, "MeshPart");
                 luaL_argcheck(state, userdata != NULL, 1, "'MeshPart' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'MeshPart' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     MeshPart* instance = (MeshPart*)object->instance;
                     MeshPart* instance = (MeshPart*)object->instance;
@@ -88,7 +88,7 @@ int lua_MeshPart_getIndexBuffer(lua_State* state)
                 void* returnPtr = (void*)new GLuint(instance->getIndexBuffer());
                 void* returnPtr = (void*)new GLuint(instance->getIndexBuffer());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "GLuint");
                     luaL_getmetatable(state, "GLuint");

+ 13 - 13
gameplay/src/lua/lua_MeshSkin.cpp

@@ -36,14 +36,14 @@ void luaRegister_MeshSkin()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("MeshSkin", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("MeshSkin", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static MeshSkin* getInstance(lua_State* state)
 static MeshSkin* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "MeshSkin");
     void* userdata = luaL_checkudata(state, 1, "MeshSkin");
     luaL_argcheck(state, userdata != NULL, 1, "'MeshSkin' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'MeshSkin' expected.");
-    return (MeshSkin*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (MeshSkin*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_MeshSkin_getBindShape(lua_State* state)
 int lua_MeshSkin_getBindShape(lua_State* state)
@@ -62,7 +62,7 @@ int lua_MeshSkin_getBindShape(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBindShape());
                 void* returnPtr = (void*)&(instance->getBindShape());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Matrix");
                     luaL_getmetatable(state, "Matrix");
@@ -112,7 +112,7 @@ int lua_MeshSkin_getJoint(lua_State* state)
                     void* returnPtr = (void*)instance->getJoint(param1);
                     void* returnPtr = (void*)instance->getJoint(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Joint");
                         luaL_getmetatable(state, "Joint");
@@ -133,13 +133,13 @@ int lua_MeshSkin_getJoint(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     MeshSkin* instance = getInstance(state);
                     MeshSkin* instance = getInstance(state);
                     void* returnPtr = (void*)instance->getJoint(param1);
                     void* returnPtr = (void*)instance->getJoint(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Joint");
                         luaL_getmetatable(state, "Joint");
@@ -218,7 +218,7 @@ int lua_MeshSkin_getJointIndex(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Joint> param1 = ScriptUtil::getObjectPointer<Joint>(2, "Joint", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Joint> param1 = gameplay::ScriptUtil::getObjectPointer<Joint>(2, "Joint", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Joint'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Joint'.");
@@ -264,7 +264,7 @@ int lua_MeshSkin_getMatrixPalette(lua_State* state)
                 void* returnPtr = (void*)instance->getMatrixPalette();
                 void* returnPtr = (void*)instance->getMatrixPalette();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -343,7 +343,7 @@ int lua_MeshSkin_getModel(lua_State* state)
                 void* returnPtr = (void*)instance->getModel();
                 void* returnPtr = (void*)instance->getModel();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Model");
                     luaL_getmetatable(state, "Model");
@@ -387,7 +387,7 @@ int lua_MeshSkin_getRootJoint(lua_State* state)
                 void* returnPtr = (void*)instance->getRootJoint();
                 void* returnPtr = (void*)instance->getRootJoint();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Joint");
                     luaL_getmetatable(state, "Joint");
@@ -429,7 +429,7 @@ int lua_MeshSkin_setBindShape(lua_State* state)
                 (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                 (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                 MeshSkin* instance = getInstance(state);
                 MeshSkin* instance = getInstance(state);
                 instance->setBindShape(param1);
                 instance->setBindShape(param1);
@@ -466,7 +466,7 @@ int lua_MeshSkin_setRootJoint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Joint> param1 = ScriptUtil::getObjectPointer<Joint>(2, "Joint", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Joint> param1 = gameplay::ScriptUtil::getObjectPointer<Joint>(2, "Joint", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Joint'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Joint'.");
@@ -509,7 +509,7 @@ int lua_MeshSkin_transformChanged(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Transform> param1 = ScriptUtil::getObjectPointer<Transform>(2, "Transform", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Transform> param1 = gameplay::ScriptUtil::getObjectPointer<Transform>(2, "Transform", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform'.");

+ 29 - 29
gameplay/src/lua/lua_Model.cpp

@@ -39,14 +39,14 @@ void luaRegister_Model()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Model", lua_members, NULL, lua_Model__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Model", lua_members, NULL, lua_Model__gc, lua_statics, scopePath);
 }
 }
 
 
 static Model* getInstance(lua_State* state)
 static Model* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Model");
     void* userdata = luaL_checkudata(state, 1, "Model");
     luaL_argcheck(state, userdata != NULL, 1, "'Model' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Model' expected.");
-    return (Model*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Model*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Model__gc(lua_State* state)
 int lua_Model__gc(lua_State* state)
@@ -63,7 +63,7 @@ int lua_Model__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Model");
                 void* userdata = luaL_checkudata(state, 1, "Model");
                 luaL_argcheck(state, userdata != NULL, 1, "'Model' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Model' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Model* instance = (Model*)object->instance;
                     Model* instance = (Model*)object->instance;
@@ -147,7 +147,7 @@ int lua_Model_draw(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 Model* instance = getInstance(state);
                 Model* instance = getInstance(state);
                 instance->draw(param1);
                 instance->draw(param1);
@@ -185,7 +185,7 @@ int lua_Model_getMaterial(lua_State* state)
                 void* returnPtr = (void*)instance->getMaterial();
                 void* returnPtr = (void*)instance->getMaterial();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Material");
                     luaL_getmetatable(state, "Material");
@@ -215,7 +215,7 @@ int lua_Model_getMaterial(lua_State* state)
                 void* returnPtr = (void*)instance->getMaterial(param1);
                 void* returnPtr = (void*)instance->getMaterial(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Material");
                     luaL_getmetatable(state, "Material");
@@ -259,7 +259,7 @@ int lua_Model_getMesh(lua_State* state)
                 void* returnPtr = (void*)instance->getMesh();
                 void* returnPtr = (void*)instance->getMesh();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Mesh");
                     luaL_getmetatable(state, "Mesh");
@@ -338,7 +338,7 @@ int lua_Model_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -417,7 +417,7 @@ int lua_Model_getSkin(lua_State* state)
                 void* returnPtr = (void*)instance->getSkin();
                 void* returnPtr = (void*)instance->getSkin();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "MeshSkin");
                     luaL_getmetatable(state, "MeshSkin");
@@ -533,7 +533,7 @@ int lua_Model_setMaterial(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Material> param1 = ScriptUtil::getObjectPointer<Material>(2, "Material", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Material> param1 = gameplay::ScriptUtil::getObjectPointer<Material>(2, "Material", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -550,13 +550,13 @@ int lua_Model_setMaterial(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Model* instance = getInstance(state);
                     Model* instance = getInstance(state);
                     void* returnPtr = (void*)instance->setMaterial(param1);
                     void* returnPtr = (void*)instance->setMaterial(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -585,7 +585,7 @@ int lua_Model_setMaterial(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Material> param1 = ScriptUtil::getObjectPointer<Material>(2, "Material", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Material> param1 = gameplay::ScriptUtil::getObjectPointer<Material>(2, "Material", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -606,16 +606,16 @@ int lua_Model_setMaterial(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Model* instance = getInstance(state);
                     Model* instance = getInstance(state);
                     void* returnPtr = (void*)instance->setMaterial(param1, param2);
                     void* returnPtr = (void*)instance->setMaterial(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -637,7 +637,7 @@ int lua_Model_setMaterial(lua_State* state)
                     lua_type(state, 3) == LUA_TNUMBER)
                     lua_type(state, 3) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -646,7 +646,7 @@ int lua_Model_setMaterial(lua_State* state)
                     void* returnPtr = (void*)instance->setMaterial(param1, param2);
                     void* returnPtr = (void*)instance->setMaterial(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -675,19 +675,19 @@ int lua_Model_setMaterial(lua_State* state)
                     (lua_type(state, 4) == LUA_TSTRING || lua_type(state, 4) == LUA_TNIL))
                     (lua_type(state, 4) == LUA_TSTRING || lua_type(state, 4) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    const char* param3 = ScriptUtil::getString(4, false);
+                    const char* param3 = gameplay::ScriptUtil::getString(4, false);
 
 
                     Model* instance = getInstance(state);
                     Model* instance = getInstance(state);
                     void* returnPtr = (void*)instance->setMaterial(param1, param2, param3);
                     void* returnPtr = (void*)instance->setMaterial(param1, param2, param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -717,13 +717,13 @@ int lua_Model_setMaterial(lua_State* state)
                     lua_type(state, 5) == LUA_TNUMBER)
                     lua_type(state, 5) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    const char* param3 = ScriptUtil::getString(4, false);
+                    const char* param3 = gameplay::ScriptUtil::getString(4, false);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     int param4 = (int)luaL_checkint(state, 5);
                     int param4 = (int)luaL_checkint(state, 5);
@@ -732,7 +732,7 @@ int lua_Model_setMaterial(lua_State* state)
                     void* returnPtr = (void*)instance->setMaterial(param1, param2, param3, param4);
                     void* returnPtr = (void*)instance->setMaterial(param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Material");
                         luaL_getmetatable(state, "Material");
@@ -776,7 +776,7 @@ int lua_Model_setNode(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -817,7 +817,7 @@ int lua_Model_static_create(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Mesh> param1 = ScriptUtil::getObjectPointer<Mesh>(1, "Mesh", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Mesh> param1 = gameplay::ScriptUtil::getObjectPointer<Mesh>(1, "Mesh", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Mesh'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Mesh'.");
@@ -827,7 +827,7 @@ int lua_Model_static_create(lua_State* state)
                 void* returnPtr = (void*)Model::create(param1);
                 void* returnPtr = (void*)Model::create(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Model");
                     luaL_getmetatable(state, "Model");

+ 3 - 3
gameplay/src/lua/lua_Mouse.cpp

@@ -15,14 +15,14 @@ void luaRegister_Mouse()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Mouse", lua_members, NULL, lua_Mouse__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Mouse", lua_members, NULL, lua_Mouse__gc, lua_statics, scopePath);
 }
 }
 
 
 static Mouse* getInstance(lua_State* state)
 static Mouse* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Mouse");
     void* userdata = luaL_checkudata(state, 1, "Mouse");
     luaL_argcheck(state, userdata != NULL, 1, "'Mouse' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Mouse' expected.");
-    return (Mouse*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Mouse*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Mouse__gc(lua_State* state)
 int lua_Mouse__gc(lua_State* state)
@@ -39,7 +39,7 @@ int lua_Mouse__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Mouse");
                 void* userdata = luaL_checkudata(state, 1, "Mouse");
                 luaL_argcheck(state, userdata != NULL, 1, "'Mouse' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Mouse' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Mouse* instance = (Mouse*)object->instance;
                     Mouse* instance = (Mouse*)object->instance;

File diff suppressed because it is too large
+ 121 - 121
gameplay/src/lua/lua_Node.cpp


+ 12 - 12
gameplay/src/lua/lua_NodeCloneContext.cpp

@@ -39,14 +39,14 @@ void luaRegister_NodeCloneContext()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("NodeCloneContext", lua_members, lua_NodeCloneContext__init, lua_NodeCloneContext__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("NodeCloneContext", lua_members, lua_NodeCloneContext__init, lua_NodeCloneContext__gc, lua_statics, scopePath);
 }
 }
 
 
 static NodeCloneContext* getInstance(lua_State* state)
 static NodeCloneContext* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "NodeCloneContext");
     void* userdata = luaL_checkudata(state, 1, "NodeCloneContext");
     luaL_argcheck(state, userdata != NULL, 1, "'NodeCloneContext' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'NodeCloneContext' expected.");
-    return (NodeCloneContext*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (NodeCloneContext*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_NodeCloneContext__gc(lua_State* state)
 int lua_NodeCloneContext__gc(lua_State* state)
@@ -63,7 +63,7 @@ int lua_NodeCloneContext__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "NodeCloneContext");
                 void* userdata = luaL_checkudata(state, 1, "NodeCloneContext");
                 luaL_argcheck(state, userdata != NULL, 1, "'NodeCloneContext' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'NodeCloneContext' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     NodeCloneContext* instance = (NodeCloneContext*)object->instance;
                     NodeCloneContext* instance = (NodeCloneContext*)object->instance;
@@ -100,7 +100,7 @@ int lua_NodeCloneContext__init(lua_State* state)
             void* returnPtr = (void*)new NodeCloneContext();
             void* returnPtr = (void*)new NodeCloneContext();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "NodeCloneContext");
                 luaL_getmetatable(state, "NodeCloneContext");
@@ -139,7 +139,7 @@ int lua_NodeCloneContext_findClonedAnimation(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Animation> param1 = ScriptUtil::getObjectPointer<Animation>(2, "Animation", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Animation> param1 = gameplay::ScriptUtil::getObjectPointer<Animation>(2, "Animation", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Animation'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Animation'.");
@@ -150,7 +150,7 @@ int lua_NodeCloneContext_findClonedAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->findClonedAnimation(param1);
                 void* returnPtr = (void*)instance->findClonedAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -193,7 +193,7 @@ int lua_NodeCloneContext_findClonedNode(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -204,7 +204,7 @@ int lua_NodeCloneContext_findClonedNode(lua_State* state)
                 void* returnPtr = (void*)instance->findClonedNode(param1);
                 void* returnPtr = (void*)instance->findClonedNode(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -248,7 +248,7 @@ int lua_NodeCloneContext_registerClonedAnimation(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Animation> param1 = ScriptUtil::getObjectPointer<Animation>(2, "Animation", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Animation> param1 = gameplay::ScriptUtil::getObjectPointer<Animation>(2, "Animation", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Animation'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Animation'.");
@@ -257,7 +257,7 @@ int lua_NodeCloneContext_registerClonedAnimation(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Animation> param2 = ScriptUtil::getObjectPointer<Animation>(3, "Animation", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Animation> param2 = gameplay::ScriptUtil::getObjectPointer<Animation>(3, "Animation", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Animation'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Animation'.");
@@ -300,7 +300,7 @@ int lua_NodeCloneContext_registerClonedNode(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -309,7 +309,7 @@ int lua_NodeCloneContext_registerClonedNode(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Node> param2 = ScriptUtil::getObjectPointer<Node>(3, "Node", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param2 = gameplay::ScriptUtil::getObjectPointer<Node>(3, "Node", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");

+ 43 - 43
gameplay/src/lua/lua_ParticleEmitter.cpp

@@ -86,14 +86,14 @@ void luaRegister_ParticleEmitter()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("ParticleEmitter", lua_members, NULL, lua_ParticleEmitter__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("ParticleEmitter", lua_members, NULL, lua_ParticleEmitter__gc, lua_statics, scopePath);
 }
 }
 
 
 static ParticleEmitter* getInstance(lua_State* state)
 static ParticleEmitter* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "ParticleEmitter");
     void* userdata = luaL_checkudata(state, 1, "ParticleEmitter");
     luaL_argcheck(state, userdata != NULL, 1, "'ParticleEmitter' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'ParticleEmitter' expected.");
-    return (ParticleEmitter*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (ParticleEmitter*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_ParticleEmitter__gc(lua_State* state)
 int lua_ParticleEmitter__gc(lua_State* state)
@@ -110,7 +110,7 @@ int lua_ParticleEmitter__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "ParticleEmitter");
                 void* userdata = luaL_checkudata(state, 1, "ParticleEmitter");
                 luaL_argcheck(state, userdata != NULL, 1, "'ParticleEmitter' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'ParticleEmitter' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     ParticleEmitter* instance = (ParticleEmitter*)object->instance;
                     ParticleEmitter* instance = (ParticleEmitter*)object->instance;
@@ -250,7 +250,7 @@ int lua_ParticleEmitter_getAcceleration(lua_State* state)
                 void* returnPtr = (void*)&(instance->getAcceleration());
                 void* returnPtr = (void*)&(instance->getAcceleration());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -294,7 +294,7 @@ int lua_ParticleEmitter_getAccelerationVariance(lua_State* state)
                 void* returnPtr = (void*)&(instance->getAccelerationVariance());
                 void* returnPtr = (void*)&(instance->getAccelerationVariance());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -338,7 +338,7 @@ int lua_ParticleEmitter_getColorEnd(lua_State* state)
                 void* returnPtr = (void*)&(instance->getColorEnd());
                 void* returnPtr = (void*)&(instance->getColorEnd());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -382,7 +382,7 @@ int lua_ParticleEmitter_getColorEndVariance(lua_State* state)
                 void* returnPtr = (void*)&(instance->getColorEndVariance());
                 void* returnPtr = (void*)&(instance->getColorEndVariance());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -426,7 +426,7 @@ int lua_ParticleEmitter_getColorStart(lua_State* state)
                 void* returnPtr = (void*)&(instance->getColorStart());
                 void* returnPtr = (void*)&(instance->getColorStart());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -470,7 +470,7 @@ int lua_ParticleEmitter_getColorStartVariance(lua_State* state)
                 void* returnPtr = (void*)&(instance->getColorStartVariance());
                 void* returnPtr = (void*)&(instance->getColorStartVariance());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -619,7 +619,7 @@ int lua_ParticleEmitter_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -698,7 +698,7 @@ int lua_ParticleEmitter_getPosition(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPosition());
                 void* returnPtr = (void*)&(instance->getPosition());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -742,7 +742,7 @@ int lua_ParticleEmitter_getPositionVariance(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPositionVariance());
                 void* returnPtr = (void*)&(instance->getPositionVariance());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -821,7 +821,7 @@ int lua_ParticleEmitter_getRotationAxis(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRotationAxis());
                 void* returnPtr = (void*)&(instance->getRotationAxis());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -865,7 +865,7 @@ int lua_ParticleEmitter_getRotationAxisVariance(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRotationAxisVariance());
                 void* returnPtr = (void*)&(instance->getRotationAxisVariance());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -1259,7 +1259,7 @@ int lua_ParticleEmitter_getVelocity(lua_State* state)
                 void* returnPtr = (void*)&(instance->getVelocity());
                 void* returnPtr = (void*)&(instance->getVelocity());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -1303,7 +1303,7 @@ int lua_ParticleEmitter_getVelocityVariance(lua_State* state)
                 void* returnPtr = (void*)&(instance->getVelocityVariance());
                 void* returnPtr = (void*)&(instance->getVelocityVariance());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -1554,7 +1554,7 @@ int lua_ParticleEmitter_setAcceleration(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1563,7 +1563,7 @@ int lua_ParticleEmitter_setAcceleration(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -1608,7 +1608,7 @@ int lua_ParticleEmitter_setColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -1617,7 +1617,7 @@ int lua_ParticleEmitter_setColor(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -1626,7 +1626,7 @@ int lua_ParticleEmitter_setColor(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector4'.");
@@ -1635,7 +1635,7 @@ int lua_ParticleEmitter_setColor(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector4> param4 = ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param4 = gameplay::ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector4'.");
@@ -1676,7 +1676,7 @@ int lua_ParticleEmitter_setEllipsoid(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 ParticleEmitter* instance = getInstance(state);
                 ParticleEmitter* instance = getInstance(state);
                 instance->setEllipsoid(param1);
                 instance->setEllipsoid(param1);
@@ -1790,13 +1790,13 @@ int lua_ParticleEmitter_setOrbit(lua_State* state)
                 lua_type(state, 4) == LUA_TBOOLEAN)
                 lua_type(state, 4) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                bool param2 = ScriptUtil::luaCheckBool(state, 3);
+                bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                bool param3 = ScriptUtil::luaCheckBool(state, 4);
+                bool param3 = gameplay::ScriptUtil::luaCheckBool(state, 4);
 
 
                 ParticleEmitter* instance = getInstance(state);
                 ParticleEmitter* instance = getInstance(state);
                 instance->setOrbit(param1, param2, param3);
                 instance->setOrbit(param1, param2, param3);
@@ -1834,7 +1834,7 @@ int lua_ParticleEmitter_setPosition(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1843,7 +1843,7 @@ int lua_ParticleEmitter_setPosition(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -1894,7 +1894,7 @@ int lua_ParticleEmitter_setRotation(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
@@ -1903,7 +1903,7 @@ int lua_ParticleEmitter_setRotation(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector3> param4 = ScriptUtil::getObjectPointer<Vector3>(5, "Vector3", true, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(5, "Vector3", true, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector3'.");
@@ -2032,7 +2032,7 @@ int lua_ParticleEmitter_setSpriteAnimated(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 ParticleEmitter* instance = getInstance(state);
                 ParticleEmitter* instance = getInstance(state);
                 instance->setSpriteAnimated(param1);
                 instance->setSpriteAnimated(param1);
@@ -2075,7 +2075,7 @@ int lua_ParticleEmitter_setSpriteFrameCoords(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -2215,7 +2215,7 @@ int lua_ParticleEmitter_setSpriteLooped(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 ParticleEmitter* instance = getInstance(state);
                 ParticleEmitter* instance = getInstance(state);
                 instance->setSpriteLooped(param1);
                 instance->setSpriteLooped(param1);
@@ -2255,7 +2255,7 @@ int lua_ParticleEmitter_setSpriteTexCoords(lua_State* state)
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
                 unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                ScriptUtil::LuaArray<float> param2 = ScriptUtil::getFloatPointer(3);
+                gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
 
 
                 ParticleEmitter* instance = getInstance(state);
                 ParticleEmitter* instance = getInstance(state);
                 instance->setSpriteTexCoords(param1, param2);
                 instance->setSpriteTexCoords(param1, param2);
@@ -2329,7 +2329,7 @@ int lua_ParticleEmitter_setVelocity(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -2338,7 +2338,7 @@ int lua_ParticleEmitter_setVelocity(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -2412,12 +2412,12 @@ int lua_ParticleEmitter_static_create(lua_State* state)
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     void* returnPtr = (void*)ParticleEmitter::create(param1);
                     void* returnPtr = (void*)ParticleEmitter::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "ParticleEmitter");
                         luaL_getmetatable(state, "ParticleEmitter");
@@ -2438,14 +2438,14 @@ int lua_ParticleEmitter_static_create(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Properties> param1 = ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param1 = gameplay::ScriptUtil::getObjectPointer<Properties>(1, "Properties", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)ParticleEmitter::create(param1);
                     void* returnPtr = (void*)ParticleEmitter::create(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "ParticleEmitter");
                         luaL_getmetatable(state, "ParticleEmitter");
@@ -2473,7 +2473,7 @@ int lua_ParticleEmitter_static_create(lua_State* state)
                     lua_type(state, 3) == LUA_TNUMBER)
                     lua_type(state, 3) == LUA_TNUMBER)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(1, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     ParticleEmitter::TextureBlending param2 = (ParticleEmitter::TextureBlending)lua_enumFromString_ParticleEmitterTextureBlending(luaL_checkstring(state, 2));
                     ParticleEmitter::TextureBlending param2 = (ParticleEmitter::TextureBlending)lua_enumFromString_ParticleEmitterTextureBlending(luaL_checkstring(state, 2));
@@ -2484,7 +2484,7 @@ int lua_ParticleEmitter_static_create(lua_State* state)
                     void* returnPtr = (void*)ParticleEmitter::create(param1, param2, param3);
                     void* returnPtr = (void*)ParticleEmitter::create(param1, param2, param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "ParticleEmitter");
                         luaL_getmetatable(state, "ParticleEmitter");
@@ -2526,7 +2526,7 @@ int lua_ParticleEmitter_static_getTextureBlendingFromString(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 ParticleEmitter::TextureBlending result = ParticleEmitter::getTextureBlendingFromString(param1);
                 ParticleEmitter::TextureBlending result = ParticleEmitter::getTextureBlendingFromString(param1);
 
 

+ 13 - 13
gameplay/src/lua/lua_Pass.cpp

@@ -39,14 +39,14 @@ void luaRegister_Pass()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Pass", lua_members, NULL, lua_Pass__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Pass", lua_members, NULL, lua_Pass__gc, lua_statics, scopePath);
 }
 }
 
 
 static Pass* getInstance(lua_State* state)
 static Pass* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Pass");
     void* userdata = luaL_checkudata(state, 1, "Pass");
     luaL_argcheck(state, userdata != NULL, 1, "'Pass' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Pass' expected.");
-    return (Pass*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Pass*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Pass__gc(lua_State* state)
 int lua_Pass__gc(lua_State* state)
@@ -63,7 +63,7 @@ int lua_Pass__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Pass");
                 void* userdata = luaL_checkudata(state, 1, "Pass");
                 luaL_argcheck(state, userdata != NULL, 1, "'Pass' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Pass' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Pass* instance = (Pass*)object->instance;
                     Pass* instance = (Pass*)object->instance;
@@ -167,7 +167,7 @@ int lua_Pass_getEffect(lua_State* state)
                 void* returnPtr = (void*)instance->getEffect();
                 void* returnPtr = (void*)instance->getEffect();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Effect");
                     luaL_getmetatable(state, "Effect");
@@ -244,13 +244,13 @@ int lua_Pass_getParameter(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Pass* instance = getInstance(state);
                 Pass* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getParameter(param1);
                 void* returnPtr = (void*)instance->getParameter(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "MaterialParameter");
                     luaL_getmetatable(state, "MaterialParameter");
@@ -329,7 +329,7 @@ int lua_Pass_getStateBlock(lua_State* state)
                 void* returnPtr = (void*)instance->getStateBlock();
                 void* returnPtr = (void*)instance->getStateBlock();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "RenderStateStateBlock");
                     luaL_getmetatable(state, "RenderStateStateBlock");
@@ -373,7 +373,7 @@ int lua_Pass_getVertexAttributeBinding(lua_State* state)
                 void* returnPtr = (void*)instance->getVertexAttributeBinding();
                 void* returnPtr = (void*)instance->getVertexAttributeBinding();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "VertexAttributeBinding");
                     luaL_getmetatable(state, "VertexAttributeBinding");
@@ -450,7 +450,7 @@ int lua_Pass_setParameterAutoBinding(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     RenderState::AutoBinding param2 = (RenderState::AutoBinding)lua_enumFromString_RenderStateAutoBinding(luaL_checkstring(state, 3));
                     RenderState::AutoBinding param2 = (RenderState::AutoBinding)lua_enumFromString_RenderStateAutoBinding(luaL_checkstring(state, 3));
@@ -469,10 +469,10 @@ int lua_Pass_setParameterAutoBinding(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     Pass* instance = getInstance(state);
                     Pass* instance = getInstance(state);
                     instance->setParameterAutoBinding(param1, param2);
                     instance->setParameterAutoBinding(param1, param2);
@@ -510,7 +510,7 @@ int lua_Pass_setStateBlock(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<RenderState::StateBlock> param1 = ScriptUtil::getObjectPointer<RenderState::StateBlock>(2, "RenderStateStateBlock", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<RenderState::StateBlock> param1 = gameplay::ScriptUtil::getObjectPointer<RenderState::StateBlock>(2, "RenderStateStateBlock", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderState::StateBlock'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderState::StateBlock'.");
@@ -552,7 +552,7 @@ int lua_Pass_setVertexAttributeBinding(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<VertexAttributeBinding> param1 = ScriptUtil::getObjectPointer<VertexAttributeBinding>(2, "VertexAttributeBinding", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<VertexAttributeBinding> param1 = gameplay::ScriptUtil::getObjectPointer<VertexAttributeBinding>(2, "VertexAttributeBinding", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'VertexAttributeBinding'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'VertexAttributeBinding'.");

+ 31 - 31
gameplay/src/lua/lua_PhysicsCharacter.cpp

@@ -64,14 +64,14 @@ void luaRegister_PhysicsCharacter()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsCharacter", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsCharacter", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsCharacter* getInstance(lua_State* state)
 static PhysicsCharacter* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsCharacter");
     void* userdata = luaL_checkudata(state, 1, "PhysicsCharacter");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCharacter' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCharacter' expected.");
-    return (PhysicsCharacter*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsCharacter*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsCharacter_addCollisionListener(lua_State* state)
 int lua_PhysicsCharacter_addCollisionListener(lua_State* state)
@@ -91,7 +91,7 @@ int lua_PhysicsCharacter_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -108,7 +108,7 @@ int lua_PhysicsCharacter_addCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsCharacter* instance = getInstance(state);
                     PhysicsCharacter* instance = getInstance(state);
                     instance->addCollisionListener(param1);
                     instance->addCollisionListener(param1);
@@ -131,13 +131,13 @@ int lua_PhysicsCharacter_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -155,11 +155,11 @@ int lua_PhysicsCharacter_addCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -200,7 +200,7 @@ int lua_PhysicsCharacter_asCharacter(lua_State* state)
                 void* returnPtr = (void*)instance->asCharacter();
                 void* returnPtr = (void*)instance->asCharacter();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCharacter");
                     luaL_getmetatable(state, "PhysicsCharacter");
@@ -244,7 +244,7 @@ int lua_PhysicsCharacter_asGhostObject(lua_State* state)
                 void* returnPtr = (void*)instance->asGhostObject();
                 void* returnPtr = (void*)instance->asGhostObject();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsGhostObject");
                     luaL_getmetatable(state, "PhysicsGhostObject");
@@ -288,7 +288,7 @@ int lua_PhysicsCharacter_asRigidBody(lua_State* state)
                 void* returnPtr = (void*)instance->asRigidBody();
                 void* returnPtr = (void*)instance->asRigidBody();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsRigidBody");
                     luaL_getmetatable(state, "PhysicsRigidBody");
@@ -332,7 +332,7 @@ int lua_PhysicsCharacter_asVehicle(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicle();
                 void* returnPtr = (void*)instance->asVehicle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicle");
                     luaL_getmetatable(state, "PhysicsVehicle");
@@ -376,7 +376,7 @@ int lua_PhysicsCharacter_asVehicleWheel(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
@@ -419,7 +419,7 @@ int lua_PhysicsCharacter_collidesWith(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -465,7 +465,7 @@ int lua_PhysicsCharacter_getCollisionShape(lua_State* state)
                 void* returnPtr = (void*)instance->getCollisionShape();
                 void* returnPtr = (void*)instance->getCollisionShape();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCollisionShape");
                     luaL_getmetatable(state, "PhysicsCollisionShape");
@@ -509,7 +509,7 @@ int lua_PhysicsCharacter_getCurrentVelocity(lua_State* state)
                 void* returnPtr = (void*)new Vector3(instance->getCurrentVelocity());
                 void* returnPtr = (void*)new Vector3(instance->getCurrentVelocity());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -623,7 +623,7 @@ int lua_PhysicsCharacter_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -914,7 +914,7 @@ int lua_PhysicsCharacter_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -931,7 +931,7 @@ int lua_PhysicsCharacter_removeCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsCharacter* instance = getInstance(state);
                     PhysicsCharacter* instance = getInstance(state);
                     instance->removeCollisionListener(param1);
                     instance->removeCollisionListener(param1);
@@ -954,13 +954,13 @@ int lua_PhysicsCharacter_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -978,11 +978,11 @@ int lua_PhysicsCharacter_removeCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1024,7 +1024,7 @@ int lua_PhysicsCharacter_rotate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1049,7 +1049,7 @@ int lua_PhysicsCharacter_rotate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1091,7 +1091,7 @@ int lua_PhysicsCharacter_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsCharacter* instance = getInstance(state);
                 PhysicsCharacter* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -1249,7 +1249,7 @@ int lua_PhysicsCharacter_setPhysicsEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsCharacter* instance = getInstance(state);
                 PhysicsCharacter* instance = getInstance(state);
                 instance->setPhysicsEnabled(param1);
                 instance->setPhysicsEnabled(param1);
@@ -1338,7 +1338,7 @@ int lua_PhysicsCharacter_setRotation(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1363,7 +1363,7 @@ int lua_PhysicsCharacter_setRotation(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1408,7 +1408,7 @@ int lua_PhysicsCharacter_setVelocity(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1478,7 +1478,7 @@ int lua_PhysicsCharacter_transformChanged(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Transform> param1 = ScriptUtil::getObjectPointer<Transform>(2, "Transform", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Transform> param1 = gameplay::ScriptUtil::getObjectPointer<Transform>(2, "Transform", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform'.");

+ 24 - 24
gameplay/src/lua/lua_PhysicsCollisionObject.cpp

@@ -44,14 +44,14 @@ void luaRegister_PhysicsCollisionObject()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsCollisionObject", lua_members, NULL, lua_PhysicsCollisionObject__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsCollisionObject", lua_members, NULL, lua_PhysicsCollisionObject__gc, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsCollisionObject* getInstance(lua_State* state)
 static PhysicsCollisionObject* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObject");
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObject");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObject' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObject' expected.");
-    return (PhysicsCollisionObject*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsCollisionObject*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsCollisionObject__gc(lua_State* state)
 int lua_PhysicsCollisionObject__gc(lua_State* state)
@@ -68,7 +68,7 @@ int lua_PhysicsCollisionObject__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObject");
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObject");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObject' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObject' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     PhysicsCollisionObject* instance = (PhysicsCollisionObject*)object->instance;
                     PhysicsCollisionObject* instance = (PhysicsCollisionObject*)object->instance;
@@ -109,7 +109,7 @@ int lua_PhysicsCollisionObject_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -126,7 +126,7 @@ int lua_PhysicsCollisionObject_addCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsCollisionObject* instance = getInstance(state);
                     PhysicsCollisionObject* instance = getInstance(state);
                     instance->addCollisionListener(param1);
                     instance->addCollisionListener(param1);
@@ -149,13 +149,13 @@ int lua_PhysicsCollisionObject_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -173,11 +173,11 @@ int lua_PhysicsCollisionObject_addCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -218,7 +218,7 @@ int lua_PhysicsCollisionObject_asCharacter(lua_State* state)
                 void* returnPtr = (void*)instance->asCharacter();
                 void* returnPtr = (void*)instance->asCharacter();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCharacter");
                     luaL_getmetatable(state, "PhysicsCharacter");
@@ -262,7 +262,7 @@ int lua_PhysicsCollisionObject_asGhostObject(lua_State* state)
                 void* returnPtr = (void*)instance->asGhostObject();
                 void* returnPtr = (void*)instance->asGhostObject();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsGhostObject");
                     luaL_getmetatable(state, "PhysicsGhostObject");
@@ -306,7 +306,7 @@ int lua_PhysicsCollisionObject_asRigidBody(lua_State* state)
                 void* returnPtr = (void*)instance->asRigidBody();
                 void* returnPtr = (void*)instance->asRigidBody();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsRigidBody");
                     luaL_getmetatable(state, "PhysicsRigidBody");
@@ -350,7 +350,7 @@ int lua_PhysicsCollisionObject_asVehicle(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicle();
                 void* returnPtr = (void*)instance->asVehicle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicle");
                     luaL_getmetatable(state, "PhysicsVehicle");
@@ -394,7 +394,7 @@ int lua_PhysicsCollisionObject_asVehicleWheel(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
@@ -437,7 +437,7 @@ int lua_PhysicsCollisionObject_collidesWith(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -483,7 +483,7 @@ int lua_PhysicsCollisionObject_getCollisionShape(lua_State* state)
                 void* returnPtr = (void*)instance->getCollisionShape();
                 void* returnPtr = (void*)instance->getCollisionShape();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCollisionShape");
                     luaL_getmetatable(state, "PhysicsCollisionShape");
@@ -527,7 +527,7 @@ int lua_PhysicsCollisionObject_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -747,7 +747,7 @@ int lua_PhysicsCollisionObject_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -764,7 +764,7 @@ int lua_PhysicsCollisionObject_removeCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsCollisionObject* instance = getInstance(state);
                     PhysicsCollisionObject* instance = getInstance(state);
                     instance->removeCollisionListener(param1);
                     instance->removeCollisionListener(param1);
@@ -787,13 +787,13 @@ int lua_PhysicsCollisionObject_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -811,11 +811,11 @@ int lua_PhysicsCollisionObject_removeCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -854,7 +854,7 @@ int lua_PhysicsCollisionObject_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsCollisionObject* instance = getInstance(state);
                 PhysicsCollisionObject* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);

+ 9 - 9
gameplay/src/lua/lua_PhysicsCollisionObjectCollisionListener.cpp

@@ -30,14 +30,14 @@ void luaRegister_PhysicsCollisionObjectCollisionListener()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("PhysicsCollisionObject");
     scopePath.push_back("PhysicsCollisionObject");
 
 
-    ScriptUtil::registerClass("PhysicsCollisionObjectCollisionListener", lua_members, NULL, lua_PhysicsCollisionObjectCollisionListener__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsCollisionObjectCollisionListener", lua_members, NULL, lua_PhysicsCollisionObjectCollisionListener__gc, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsCollisionObject::CollisionListener* getInstance(lua_State* state)
 static PhysicsCollisionObject::CollisionListener* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionListener");
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionListener");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionListener' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionListener' expected.");
-    return (PhysicsCollisionObject::CollisionListener*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsCollisionObject::CollisionListener*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsCollisionObjectCollisionListener__gc(lua_State* state)
 int lua_PhysicsCollisionObjectCollisionListener__gc(lua_State* state)
@@ -54,7 +54,7 @@ int lua_PhysicsCollisionObjectCollisionListener__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionListener");
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionListener");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionListener' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionListener' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     PhysicsCollisionObject::CollisionListener* instance = (PhysicsCollisionObject::CollisionListener*)object->instance;
                     PhysicsCollisionObject::CollisionListener* instance = (PhysicsCollisionObject::CollisionListener*)object->instance;
@@ -97,7 +97,7 @@ int lua_PhysicsCollisionObjectCollisionListener_collisionEvent(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionPair> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionPair>(3, "PhysicsCollisionObjectCollisionPair", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionPair> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionPair>(3, "PhysicsCollisionObjectCollisionPair", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject::CollisionPair'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject::CollisionPair'.");
@@ -126,7 +126,7 @@ int lua_PhysicsCollisionObjectCollisionListener_collisionEvent(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionPair> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionPair>(3, "PhysicsCollisionObjectCollisionPair", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionPair> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionPair>(3, "PhysicsCollisionObjectCollisionPair", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject::CollisionPair'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject::CollisionPair'.");
@@ -135,7 +135,7 @@ int lua_PhysicsCollisionObjectCollisionListener_collisionEvent(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
@@ -165,7 +165,7 @@ int lua_PhysicsCollisionObjectCollisionListener_collisionEvent(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionPair> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionPair>(3, "PhysicsCollisionObjectCollisionPair", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionPair> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionPair>(3, "PhysicsCollisionObjectCollisionPair", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject::CollisionPair'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject::CollisionPair'.");
@@ -174,7 +174,7 @@ int lua_PhysicsCollisionObjectCollisionListener_collisionEvent(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
@@ -183,7 +183,7 @@ int lua_PhysicsCollisionObjectCollisionListener_collisionEvent(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector3> param4 = ScriptUtil::getObjectPointer<Vector3>(5, "Vector3", true, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(5, "Vector3", true, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector3'.");

+ 10 - 10
gameplay/src/lua/lua_PhysicsCollisionObjectCollisionPair.cpp

@@ -31,14 +31,14 @@ void luaRegister_PhysicsCollisionObjectCollisionPair()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("PhysicsCollisionObject");
     scopePath.push_back("PhysicsCollisionObject");
 
 
-    ScriptUtil::registerClass("PhysicsCollisionObjectCollisionPair", lua_members, lua_PhysicsCollisionObjectCollisionPair__init, lua_PhysicsCollisionObjectCollisionPair__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsCollisionObjectCollisionPair", lua_members, lua_PhysicsCollisionObjectCollisionPair__init, lua_PhysicsCollisionObjectCollisionPair__gc, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsCollisionObject::CollisionPair* getInstance(lua_State* state)
 static PhysicsCollisionObject::CollisionPair* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionPair");
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionPair");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionPair' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionPair' expected.");
-    return (PhysicsCollisionObject::CollisionPair*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsCollisionObject::CollisionPair*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsCollisionObjectCollisionPair__gc(lua_State* state)
 int lua_PhysicsCollisionObjectCollisionPair__gc(lua_State* state)
@@ -55,7 +55,7 @@ int lua_PhysicsCollisionObjectCollisionPair__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionPair");
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionPair");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionPair' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionPair' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     PhysicsCollisionObject::CollisionPair* instance = (PhysicsCollisionObject::CollisionPair*)object->instance;
                     PhysicsCollisionObject::CollisionPair* instance = (PhysicsCollisionObject::CollisionPair*)object->instance;
@@ -94,7 +94,7 @@ int lua_PhysicsCollisionObjectCollisionPair__init(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(1, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(1, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -103,7 +103,7 @@ int lua_PhysicsCollisionObjectCollisionPair__init(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject'.");
@@ -113,7 +113,7 @@ int lua_PhysicsCollisionObjectCollisionPair__init(lua_State* state)
                 void* returnPtr = (void*)new PhysicsCollisionObject::CollisionPair(param1, param2);
                 void* returnPtr = (void*)new PhysicsCollisionObject::CollisionPair(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "PhysicsCollisionObjectCollisionPair");
                     luaL_getmetatable(state, "PhysicsCollisionObjectCollisionPair");
@@ -155,7 +155,7 @@ int lua_PhysicsCollisionObjectCollisionPair_objectA(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject'.");
@@ -170,7 +170,7 @@ int lua_PhysicsCollisionObjectCollisionPair_objectA(lua_State* state)
         void* returnPtr = (void*)instance->objectA;
         void* returnPtr = (void*)instance->objectA;
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = false;
             object->owns = false;
             luaL_getmetatable(state, "PhysicsCollisionObject");
             luaL_getmetatable(state, "PhysicsCollisionObject");
@@ -199,7 +199,7 @@ int lua_PhysicsCollisionObjectCollisionPair_objectB(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject'.");
@@ -214,7 +214,7 @@ int lua_PhysicsCollisionObjectCollisionPair_objectB(lua_State* state)
         void* returnPtr = (void*)instance->objectB;
         void* returnPtr = (void*)instance->objectB;
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = false;
             object->owns = false;
             luaL_getmetatable(state, "PhysicsCollisionObject");
             luaL_getmetatable(state, "PhysicsCollisionObject");

+ 32 - 32
gameplay/src/lua/lua_PhysicsCollisionShape.cpp

@@ -36,14 +36,14 @@ void luaRegister_PhysicsCollisionShape()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsCollisionShape", lua_members, NULL, lua_PhysicsCollisionShape__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsCollisionShape", lua_members, NULL, lua_PhysicsCollisionShape__gc, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsCollisionShape* getInstance(lua_State* state)
 static PhysicsCollisionShape* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShape");
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShape");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShape' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShape' expected.");
-    return (PhysicsCollisionShape*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsCollisionShape*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsCollisionShape__gc(lua_State* state)
 int lua_PhysicsCollisionShape__gc(lua_State* state)
@@ -60,7 +60,7 @@ int lua_PhysicsCollisionShape__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShape");
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShape");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShape' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShape' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     PhysicsCollisionShape* instance = (PhysicsCollisionShape*)object->instance;
                     PhysicsCollisionShape* instance = (PhysicsCollisionShape*)object->instance;
@@ -231,7 +231,7 @@ int lua_PhysicsCollisionShape_static_box(lua_State* state)
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box());
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -253,14 +253,14 @@ int lua_PhysicsCollisionShape_static_box(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -288,20 +288,20 @@ int lua_PhysicsCollisionShape_static_box(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1, *param2));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1, *param2));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -330,23 +330,23 @@ int lua_PhysicsCollisionShape_static_box(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    bool param3 = ScriptUtil::luaCheckBool(state, 3);
+                    bool param3 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1, *param2, param3));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::box(*param1, *param2, param3));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -388,7 +388,7 @@ int lua_PhysicsCollisionShape_static_capsule(lua_State* state)
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule());
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -418,7 +418,7 @@ int lua_PhysicsCollisionShape_static_capsule(lua_State* state)
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -453,14 +453,14 @@ int lua_PhysicsCollisionShape_static_capsule(lua_State* state)
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2, *param3));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2, *param3));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -496,17 +496,17 @@ int lua_PhysicsCollisionShape_static_capsule(lua_State* state)
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    bool param4 = ScriptUtil::luaCheckBool(state, 4);
+                    bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2, *param3, param4));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::capsule(param1, param2, *param3, param4));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -548,7 +548,7 @@ int lua_PhysicsCollisionShape_static_heightfield(lua_State* state)
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::heightfield());
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::heightfield());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -570,14 +570,14 @@ int lua_PhysicsCollisionShape_static_heightfield(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<HeightField> param1 = ScriptUtil::getObjectPointer<HeightField>(1, "HeightField", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<HeightField> param1 = gameplay::ScriptUtil::getObjectPointer<HeightField>(1, "HeightField", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::heightfield(param1));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::heightfield(param1));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -620,7 +620,7 @@ int lua_PhysicsCollisionShape_static_mesh(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Mesh> param1 = ScriptUtil::getObjectPointer<Mesh>(1, "Mesh", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Mesh> param1 = gameplay::ScriptUtil::getObjectPointer<Mesh>(1, "Mesh", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Mesh'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Mesh'.");
@@ -630,7 +630,7 @@ int lua_PhysicsCollisionShape_static_mesh(lua_State* state)
                 void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::mesh(param1));
                 void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::mesh(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                     luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -671,7 +671,7 @@ int lua_PhysicsCollisionShape_static_sphere(lua_State* state)
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere());
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -697,7 +697,7 @@ int lua_PhysicsCollisionShape_static_sphere(lua_State* state)
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -728,14 +728,14 @@ int lua_PhysicsCollisionShape_static_sphere(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1, *param2));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1, *param2));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -767,17 +767,17 @@ int lua_PhysicsCollisionShape_static_sphere(lua_State* state)
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
-                    bool param3 = ScriptUtil::luaCheckBool(state, 3);
+                    bool param3 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1, *param2, param3));
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(PhysicsCollisionShape::sphere(param1, *param2, param3));
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");

+ 6 - 6
gameplay/src/lua/lua_PhysicsCollisionShapeDefinition.cpp

@@ -26,14 +26,14 @@ void luaRegister_PhysicsCollisionShapeDefinition()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("PhysicsCollisionShape");
     scopePath.push_back("PhysicsCollisionShape");
 
 
-    ScriptUtil::registerClass("PhysicsCollisionShapeDefinition", lua_members, lua_PhysicsCollisionShapeDefinition__init, lua_PhysicsCollisionShapeDefinition__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsCollisionShapeDefinition", lua_members, lua_PhysicsCollisionShapeDefinition__init, lua_PhysicsCollisionShapeDefinition__gc, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsCollisionShape::Definition* getInstance(lua_State* state)
 static PhysicsCollisionShape::Definition* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShapeDefinition");
     void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShapeDefinition");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShapeDefinition' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShapeDefinition' expected.");
-    return (PhysicsCollisionShape::Definition*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsCollisionShape::Definition*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsCollisionShapeDefinition__gc(lua_State* state)
 int lua_PhysicsCollisionShapeDefinition__gc(lua_State* state)
@@ -50,7 +50,7 @@ int lua_PhysicsCollisionShapeDefinition__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShapeDefinition");
                 void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShapeDefinition");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShapeDefinition' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShapeDefinition' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     PhysicsCollisionShape::Definition* instance = (PhysicsCollisionShape::Definition*)object->instance;
                     PhysicsCollisionShape::Definition* instance = (PhysicsCollisionShape::Definition*)object->instance;
@@ -87,7 +87,7 @@ int lua_PhysicsCollisionShapeDefinition__init(lua_State* state)
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition();
             void* returnPtr = (void*)new PhysicsCollisionShape::Definition();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                 luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
@@ -109,14 +109,14 @@ int lua_PhysicsCollisionShapeDefinition__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionShape::Definition> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionShape::Definition>(1, "PhysicsCollisionShapeDefinition", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionShape::Definition> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionShape::Definition>(1, "PhysicsCollisionShapeDefinition", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(*param1);
                     void* returnPtr = (void*)new PhysicsCollisionShape::Definition(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
                         luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");

+ 12 - 12
gameplay/src/lua/lua_PhysicsConstraint.cpp

@@ -29,14 +29,14 @@ void luaRegister_PhysicsConstraint()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsConstraint* getInstance(lua_State* state)
 static PhysicsConstraint* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsConstraint");
     void* userdata = luaL_checkudata(state, 1, "PhysicsConstraint");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsConstraint' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsConstraint' expected.");
-    return (PhysicsConstraint*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsConstraint_getBreakingImpulse(lua_State* state)
 int lua_PhysicsConstraint_getBreakingImpulse(lua_State* state)
@@ -159,7 +159,7 @@ int lua_PhysicsConstraint_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsConstraint* instance = getInstance(state);
                 PhysicsConstraint* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -196,7 +196,7 @@ int lua_PhysicsConstraint_static_centerOfMassMidpoint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -205,7 +205,7 @@ int lua_PhysicsConstraint_static_centerOfMassMidpoint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Node> param2 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param2 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
@@ -215,7 +215,7 @@ int lua_PhysicsConstraint_static_centerOfMassMidpoint(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsConstraint::centerOfMassMidpoint(param1, param2));
                 void* returnPtr = (void*)new Vector3(PhysicsConstraint::centerOfMassMidpoint(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -258,7 +258,7 @@ int lua_PhysicsConstraint_static_getRotationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -267,7 +267,7 @@ int lua_PhysicsConstraint_static_getRotationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -277,7 +277,7 @@ int lua_PhysicsConstraint_static_getRotationOffset(lua_State* state)
                 void* returnPtr = (void*)new Quaternion(PhysicsConstraint::getRotationOffset(param1, *param2));
                 void* returnPtr = (void*)new Quaternion(PhysicsConstraint::getRotationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -320,7 +320,7 @@ int lua_PhysicsConstraint_static_getTranslationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -329,7 +329,7 @@ int lua_PhysicsConstraint_static_getTranslationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -339,7 +339,7 @@ int lua_PhysicsConstraint_static_getTranslationOffset(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsConstraint::getTranslationOffset(param1, *param2));
                 void* returnPtr = (void*)new Vector3(PhysicsConstraint::getTranslationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");

+ 107 - 107
gameplay/src/lua/lua_PhysicsController.cpp

@@ -39,14 +39,14 @@ void luaRegister_PhysicsController()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsController", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsController", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsController* getInstance(lua_State* state)
 static PhysicsController* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsController");
     void* userdata = luaL_checkudata(state, 1, "PhysicsController");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsController' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsController' expected.");
-    return (PhysicsController*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsController*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsController_addScriptCallback(lua_State* state)
 int lua_PhysicsController_addScriptCallback(lua_State* state)
@@ -64,10 +64,10 @@ int lua_PhysicsController_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 PhysicsController* instance = getInstance(state);
                 PhysicsController* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -104,7 +104,7 @@ int lua_PhysicsController_addStatusListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsController::Listener> param1 = ScriptUtil::getObjectPointer<PhysicsController::Listener>(2, "PhysicsControllerListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::Listener>(2, "PhysicsControllerListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsController::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsController::Listener'.");
@@ -146,7 +146,7 @@ int lua_PhysicsController_createFixedConstraint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
@@ -157,7 +157,7 @@ int lua_PhysicsController_createFixedConstraint(lua_State* state)
                 void* returnPtr = (void*)instance->createFixedConstraint(param1);
                 void* returnPtr = (void*)instance->createFixedConstraint(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsFixedConstraint");
                     luaL_getmetatable(state, "PhysicsFixedConstraint");
@@ -183,7 +183,7 @@ int lua_PhysicsController_createFixedConstraint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
@@ -192,7 +192,7 @@ int lua_PhysicsController_createFixedConstraint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param2 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsRigidBody'.");
@@ -203,7 +203,7 @@ int lua_PhysicsController_createFixedConstraint(lua_State* state)
                 void* returnPtr = (void*)instance->createFixedConstraint(param1, param2);
                 void* returnPtr = (void*)instance->createFixedConstraint(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsFixedConstraint");
                     luaL_getmetatable(state, "PhysicsFixedConstraint");
@@ -248,7 +248,7 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -256,7 +256,7 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createGenericConstraint(param1);
                     void* returnPtr = (void*)instance->createGenericConstraint(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
@@ -285,13 +285,13 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param2 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -299,7 +299,7 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, param2);
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
@@ -329,19 +329,19 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -349,7 +349,7 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3);
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
@@ -380,25 +380,25 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param4 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -406,7 +406,7 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4);
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
@@ -438,31 +438,31 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param4 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     bool param5Valid;
                     bool param5Valid;
-                    ScriptUtil::LuaArray<Quaternion> param5 = ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
                     if (!param5Valid)
                     if (!param5Valid)
                         break;
                         break;
 
 
@@ -470,7 +470,7 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4, *param5);
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4, *param5);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
@@ -503,37 +503,37 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param4 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     bool param5Valid;
                     bool param5Valid;
-                    ScriptUtil::LuaArray<Quaternion> param5 = ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
                     if (!param5Valid)
                     if (!param5Valid)
                         break;
                         break;
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     bool param6Valid;
                     bool param6Valid;
-                    ScriptUtil::LuaArray<Vector3> param6 = ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param6 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
                     if (!param6Valid)
                     if (!param6Valid)
                         break;
                         break;
 
 
@@ -541,7 +541,7 @@ int lua_PhysicsController_createGenericConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4, *param5, *param6);
                     void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4, *param5, *param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
                         luaL_getmetatable(state, "PhysicsGenericConstraint");
@@ -587,7 +587,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
@@ -596,7 +596,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -605,7 +605,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
@@ -616,7 +616,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
                 void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3);
                 void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsHingeConstraint");
                     luaL_getmetatable(state, "PhysicsHingeConstraint");
@@ -644,7 +644,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
@@ -653,7 +653,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -662,7 +662,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
@@ -671,7 +671,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param4 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
@@ -682,7 +682,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
                 void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4);
                 void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsHingeConstraint");
                     luaL_getmetatable(state, "PhysicsHingeConstraint");
@@ -711,7 +711,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
@@ -720,7 +720,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -729,7 +729,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
@@ -738,7 +738,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param4 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
@@ -747,7 +747,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Quaternion> param5 = ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Quaternion'.");
@@ -758,7 +758,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
                 void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4, *param5);
                 void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4, *param5);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsHingeConstraint");
                     luaL_getmetatable(state, "PhysicsHingeConstraint");
@@ -788,7 +788,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
@@ -797,7 +797,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -806,7 +806,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
@@ -815,7 +815,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<PhysicsRigidBody> param4 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
@@ -824,7 +824,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 bool param5Valid;
                 bool param5Valid;
-                ScriptUtil::LuaArray<Quaternion> param5 = ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
                 if (!param5Valid)
                 if (!param5Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 5 to type 'Quaternion'.");
@@ -833,7 +833,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
 
 
                 // Get parameter 6 off the stack.
                 // Get parameter 6 off the stack.
                 bool param6Valid;
                 bool param6Valid;
-                ScriptUtil::LuaArray<Vector3> param6 = ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param6 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
                 if (!param6Valid)
                 if (!param6Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 6 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 6 to type 'Vector3'.");
@@ -844,7 +844,7 @@ int lua_PhysicsController_createHingeConstraint(lua_State* state)
                 void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4, *param5, *param6);
                 void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4, *param5, *param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsHingeConstraint");
                     luaL_getmetatable(state, "PhysicsHingeConstraint");
@@ -889,7 +889,7 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -897,7 +897,7 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createSocketConstraint(param1);
                     void* returnPtr = (void*)instance->createSocketConstraint(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
@@ -926,13 +926,13 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param2 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -940,7 +940,7 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createSocketConstraint(param1, param2);
                     void* returnPtr = (void*)instance->createSocketConstraint(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
@@ -963,13 +963,13 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -977,7 +977,7 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2);
                     void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
@@ -1007,19 +1007,19 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param3 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(4, "PhysicsRigidBody", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(4, "PhysicsRigidBody", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
@@ -1027,7 +1027,7 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2, param3);
                     void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2, param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
@@ -1058,25 +1058,25 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param3 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(4, "PhysicsRigidBody", false, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(4, "PhysicsRigidBody", false, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<Vector3> param4 = ScriptUtil::getObjectPointer<Vector3>(5, "Vector3", true, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(5, "Vector3", true, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
@@ -1084,7 +1084,7 @@ int lua_PhysicsController_createSocketConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2, param3, *param4);
                     void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2, param3, *param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
                         luaL_getmetatable(state, "PhysicsSocketConstraint");
@@ -1131,13 +1131,13 @@ int lua_PhysicsController_createSpringConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param2 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1145,7 +1145,7 @@ int lua_PhysicsController_createSpringConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createSpringConstraint(param1, param2);
                     void* returnPtr = (void*)instance->createSpringConstraint(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsSpringConstraint");
                         luaL_getmetatable(state, "PhysicsSpringConstraint");
@@ -1178,37 +1178,37 @@ int lua_PhysicsController_createSpringConstraint(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param1 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     // Get parameter 3 off the stack.
                     // Get parameter 3 off the stack.
                     bool param3Valid;
                     bool param3Valid;
-                    ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
                     if (!param3Valid)
                     if (!param3Valid)
                         break;
                         break;
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
                     bool param4Valid;
                     bool param4Valid;
-                    ScriptUtil::LuaArray<PhysicsRigidBody> param4 = ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
                     if (!param4Valid)
                     if (!param4Valid)
                         break;
                         break;
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
                     bool param5Valid;
                     bool param5Valid;
-                    ScriptUtil::LuaArray<Quaternion> param5 = ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
                     if (!param5Valid)
                     if (!param5Valid)
                         break;
                         break;
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     bool param6Valid;
                     bool param6Valid;
-                    ScriptUtil::LuaArray<Vector3> param6 = ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param6 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
                     if (!param6Valid)
                     if (!param6Valid)
                         break;
                         break;
 
 
@@ -1216,7 +1216,7 @@ int lua_PhysicsController_createSpringConstraint(lua_State* state)
                     void* returnPtr = (void*)instance->createSpringConstraint(param1, *param2, *param3, param4, *param5, *param6);
                     void* returnPtr = (void*)instance->createSpringConstraint(param1, *param2, *param3, param4, *param5, *param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "PhysicsSpringConstraint");
                         luaL_getmetatable(state, "PhysicsSpringConstraint");
@@ -1260,7 +1260,7 @@ int lua_PhysicsController_drawDebug(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
@@ -1303,7 +1303,7 @@ int lua_PhysicsController_getGravity(lua_State* state)
                 void* returnPtr = (void*)&(instance->getGravity());
                 void* returnPtr = (void*)&(instance->getGravity());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -1347,7 +1347,7 @@ int lua_PhysicsController_rayTest(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
@@ -1379,7 +1379,7 @@ int lua_PhysicsController_rayTest(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
@@ -1391,7 +1391,7 @@ int lua_PhysicsController_rayTest(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
@@ -1421,7 +1421,7 @@ int lua_PhysicsController_rayTest(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
@@ -1433,7 +1433,7 @@ int lua_PhysicsController_rayTest(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
@@ -1442,7 +1442,7 @@ int lua_PhysicsController_rayTest(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<PhysicsController::HitFilter> param4 = ScriptUtil::getObjectPointer<PhysicsController::HitFilter>(5, "PhysicsControllerHitFilter", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::HitFilter> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitFilter>(5, "PhysicsControllerHitFilter", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsController::HitFilter'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsController::HitFilter'.");
@@ -1487,10 +1487,10 @@ int lua_PhysicsController_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 PhysicsController* instance = getInstance(state);
                 PhysicsController* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -1527,7 +1527,7 @@ int lua_PhysicsController_removeStatusListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsController::Listener> param1 = ScriptUtil::getObjectPointer<PhysicsController::Listener>(2, "PhysicsControllerListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::Listener>(2, "PhysicsControllerListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsController::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsController::Listener'.");
@@ -1569,7 +1569,7 @@ int lua_PhysicsController_setGravity(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1612,7 +1612,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -1621,7 +1621,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -1650,7 +1650,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -1659,7 +1659,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -1668,7 +1668,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
@@ -1698,7 +1698,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -1707,7 +1707,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -1716,7 +1716,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
@@ -1725,7 +1725,7 @@ int lua_PhysicsController_sweepTest(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<PhysicsController::HitFilter> param4 = ScriptUtil::getObjectPointer<PhysicsController::HitFilter>(5, "PhysicsControllerHitFilter", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::HitFilter> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitFilter>(5, "PhysicsControllerHitFilter", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsController::HitFilter'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsController::HitFilter'.");

+ 6 - 6
gameplay/src/lua/lua_PhysicsControllerHitFilter.cpp

@@ -28,14 +28,14 @@ void luaRegister_PhysicsControllerHitFilter()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("PhysicsController");
     scopePath.push_back("PhysicsController");
 
 
-    ScriptUtil::registerClass("PhysicsControllerHitFilter", lua_members, lua_PhysicsControllerHitFilter__init, lua_PhysicsControllerHitFilter__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsControllerHitFilter", lua_members, lua_PhysicsControllerHitFilter__init, lua_PhysicsControllerHitFilter__gc, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsController::HitFilter* getInstance(lua_State* state)
 static PhysicsController::HitFilter* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitFilter");
     void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitFilter");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitFilter' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitFilter' expected.");
-    return (PhysicsController::HitFilter*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsController::HitFilter*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsControllerHitFilter__gc(lua_State* state)
 int lua_PhysicsControllerHitFilter__gc(lua_State* state)
@@ -52,7 +52,7 @@ int lua_PhysicsControllerHitFilter__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitFilter");
                 void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitFilter");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitFilter' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitFilter' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     PhysicsController::HitFilter* instance = (PhysicsController::HitFilter*)object->instance;
                     PhysicsController::HitFilter* instance = (PhysicsController::HitFilter*)object->instance;
@@ -89,7 +89,7 @@ int lua_PhysicsControllerHitFilter__init(lua_State* state)
             void* returnPtr = (void*)new PhysicsController::HitFilter();
             void* returnPtr = (void*)new PhysicsController::HitFilter();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "PhysicsControllerHitFilter");
                 luaL_getmetatable(state, "PhysicsControllerHitFilter");
@@ -128,7 +128,7 @@ int lua_PhysicsControllerHitFilter_filter(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -173,7 +173,7 @@ int lua_PhysicsControllerHitFilter_hit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsController::HitResult> param1 = ScriptUtil::getObjectPointer<PhysicsController::HitResult>(2, "PhysicsControllerHitResult", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(2, "PhysicsControllerHitResult", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsController::HitResult'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsController::HitResult'.");

+ 10 - 10
gameplay/src/lua/lua_PhysicsControllerHitResult.cpp

@@ -30,14 +30,14 @@ void luaRegister_PhysicsControllerHitResult()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("PhysicsController");
     scopePath.push_back("PhysicsController");
 
 
-    ScriptUtil::registerClass("PhysicsControllerHitResult", lua_members, lua_PhysicsControllerHitResult__init, lua_PhysicsControllerHitResult__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsControllerHitResult", lua_members, lua_PhysicsControllerHitResult__init, lua_PhysicsControllerHitResult__gc, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsController::HitResult* getInstance(lua_State* state)
 static PhysicsController::HitResult* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitResult");
     void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitResult");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitResult' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitResult' expected.");
-    return (PhysicsController::HitResult*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsController::HitResult*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsControllerHitResult__gc(lua_State* state)
 int lua_PhysicsControllerHitResult__gc(lua_State* state)
@@ -54,7 +54,7 @@ int lua_PhysicsControllerHitResult__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitResult");
                 void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitResult");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitResult' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitResult' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     PhysicsController::HitResult* instance = (PhysicsController::HitResult*)object->instance;
                     PhysicsController::HitResult* instance = (PhysicsController::HitResult*)object->instance;
@@ -91,7 +91,7 @@ int lua_PhysicsControllerHitResult__init(lua_State* state)
             void* returnPtr = (void*)new PhysicsController::HitResult();
             void* returnPtr = (void*)new PhysicsController::HitResult();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "PhysicsControllerHitResult");
                 luaL_getmetatable(state, "PhysicsControllerHitResult");
@@ -158,7 +158,7 @@ int lua_PhysicsControllerHitResult_normal(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -173,7 +173,7 @@ int lua_PhysicsControllerHitResult_normal(lua_State* state)
         void* returnPtr = (void*)new Vector3(instance->normal);
         void* returnPtr = (void*)new Vector3(instance->normal);
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = true;
             object->owns = true;
             luaL_getmetatable(state, "Vector3");
             luaL_getmetatable(state, "Vector3");
@@ -202,7 +202,7 @@ int lua_PhysicsControllerHitResult_object(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsCollisionObject'.");
@@ -217,7 +217,7 @@ int lua_PhysicsControllerHitResult_object(lua_State* state)
         void* returnPtr = (void*)instance->object;
         void* returnPtr = (void*)instance->object;
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = false;
             object->owns = false;
             luaL_getmetatable(state, "PhysicsCollisionObject");
             luaL_getmetatable(state, "PhysicsCollisionObject");
@@ -246,7 +246,7 @@ int lua_PhysicsControllerHitResult_point(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -261,7 +261,7 @@ int lua_PhysicsControllerHitResult_point(lua_State* state)
         void* returnPtr = (void*)new Vector3(instance->point);
         void* returnPtr = (void*)new Vector3(instance->point);
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = true;
             object->owns = true;
             luaL_getmetatable(state, "Vector3");
             luaL_getmetatable(state, "Vector3");

+ 2 - 2
gameplay/src/lua/lua_PhysicsControllerListener.cpp

@@ -27,14 +27,14 @@ void luaRegister_PhysicsControllerListener()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("PhysicsController");
     scopePath.push_back("PhysicsController");
 
 
-    ScriptUtil::registerClass("PhysicsControllerListener", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsControllerListener", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsController::Listener* getInstance(lua_State* state)
 static PhysicsController::Listener* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsControllerListener");
     void* userdata = luaL_checkudata(state, 1, "PhysicsControllerListener");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerListener' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerListener' expected.");
-    return (PhysicsController::Listener*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsController::Listener*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsControllerListener_statusEvent(lua_State* state)
 int lua_PhysicsControllerListener_statusEvent(lua_State* state)

+ 20 - 20
gameplay/src/lua/lua_PhysicsFixedConstraint.cpp

@@ -39,14 +39,14 @@ void luaRegister_PhysicsFixedConstraint()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsFixedConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsFixedConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsFixedConstraint* getInstance(lua_State* state)
 static PhysicsFixedConstraint* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsFixedConstraint");
     void* userdata = luaL_checkudata(state, 1, "PhysicsFixedConstraint");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsFixedConstraint' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsFixedConstraint' expected.");
-    return (PhysicsFixedConstraint*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsFixedConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsFixedConstraint_getBreakingImpulse(lua_State* state)
 int lua_PhysicsFixedConstraint_getBreakingImpulse(lua_State* state)
@@ -100,7 +100,7 @@ int lua_PhysicsFixedConstraint_getRotationOffsetA(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRotationOffsetA());
                 void* returnPtr = (void*)&(instance->getRotationOffsetA());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -144,7 +144,7 @@ int lua_PhysicsFixedConstraint_getRotationOffsetB(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRotationOffsetB());
                 void* returnPtr = (void*)&(instance->getRotationOffsetB());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -188,7 +188,7 @@ int lua_PhysicsFixedConstraint_getTranslationOffsetA(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTranslationOffsetA());
                 void* returnPtr = (void*)&(instance->getTranslationOffsetA());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -232,7 +232,7 @@ int lua_PhysicsFixedConstraint_getTranslationOffsetB(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTranslationOffsetB());
                 void* returnPtr = (void*)&(instance->getTranslationOffsetB());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -345,7 +345,7 @@ int lua_PhysicsFixedConstraint_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsFixedConstraint* instance = getInstance(state);
                 PhysicsFixedConstraint* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -382,7 +382,7 @@ int lua_PhysicsFixedConstraint_setRotationOffsetA(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -424,7 +424,7 @@ int lua_PhysicsFixedConstraint_setRotationOffsetB(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -466,7 +466,7 @@ int lua_PhysicsFixedConstraint_setTranslationOffsetA(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -508,7 +508,7 @@ int lua_PhysicsFixedConstraint_setTranslationOffsetB(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -550,7 +550,7 @@ int lua_PhysicsFixedConstraint_static_centerOfMassMidpoint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -559,7 +559,7 @@ int lua_PhysicsFixedConstraint_static_centerOfMassMidpoint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Node> param2 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param2 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
@@ -569,7 +569,7 @@ int lua_PhysicsFixedConstraint_static_centerOfMassMidpoint(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsFixedConstraint::centerOfMassMidpoint(param1, param2));
                 void* returnPtr = (void*)new Vector3(PhysicsFixedConstraint::centerOfMassMidpoint(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -612,7 +612,7 @@ int lua_PhysicsFixedConstraint_static_getRotationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -621,7 +621,7 @@ int lua_PhysicsFixedConstraint_static_getRotationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -631,7 +631,7 @@ int lua_PhysicsFixedConstraint_static_getRotationOffset(lua_State* state)
                 void* returnPtr = (void*)new Quaternion(PhysicsFixedConstraint::getRotationOffset(param1, *param2));
                 void* returnPtr = (void*)new Quaternion(PhysicsFixedConstraint::getRotationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -674,7 +674,7 @@ int lua_PhysicsFixedConstraint_static_getTranslationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -683,7 +683,7 @@ int lua_PhysicsFixedConstraint_static_getTranslationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -693,7 +693,7 @@ int lua_PhysicsFixedConstraint_static_getTranslationOffset(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsFixedConstraint::getTranslationOffset(param1, *param2));
                 void* returnPtr = (void*)new Vector3(PhysicsFixedConstraint::getTranslationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");

+ 24 - 24
gameplay/src/lua/lua_PhysicsGenericConstraint.cpp

@@ -42,14 +42,14 @@ void luaRegister_PhysicsGenericConstraint()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsGenericConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsGenericConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsGenericConstraint* getInstance(lua_State* state)
 static PhysicsGenericConstraint* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsGenericConstraint");
     void* userdata = luaL_checkudata(state, 1, "PhysicsGenericConstraint");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsGenericConstraint' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsGenericConstraint' expected.");
-    return (PhysicsGenericConstraint*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsGenericConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsGenericConstraint_getBreakingImpulse(lua_State* state)
 int lua_PhysicsGenericConstraint_getBreakingImpulse(lua_State* state)
@@ -103,7 +103,7 @@ int lua_PhysicsGenericConstraint_getRotationOffsetA(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRotationOffsetA());
                 void* returnPtr = (void*)&(instance->getRotationOffsetA());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -147,7 +147,7 @@ int lua_PhysicsGenericConstraint_getRotationOffsetB(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRotationOffsetB());
                 void* returnPtr = (void*)&(instance->getRotationOffsetB());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -191,7 +191,7 @@ int lua_PhysicsGenericConstraint_getTranslationOffsetA(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTranslationOffsetA());
                 void* returnPtr = (void*)&(instance->getTranslationOffsetA());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -235,7 +235,7 @@ int lua_PhysicsGenericConstraint_getTranslationOffsetB(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTranslationOffsetB());
                 void* returnPtr = (void*)&(instance->getTranslationOffsetB());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -313,7 +313,7 @@ int lua_PhysicsGenericConstraint_setAngularLowerLimit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -355,7 +355,7 @@ int lua_PhysicsGenericConstraint_setAngularUpperLimit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -432,7 +432,7 @@ int lua_PhysicsGenericConstraint_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsGenericConstraint* instance = getInstance(state);
                 PhysicsGenericConstraint* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -469,7 +469,7 @@ int lua_PhysicsGenericConstraint_setLinearLowerLimit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -511,7 +511,7 @@ int lua_PhysicsGenericConstraint_setLinearUpperLimit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -553,7 +553,7 @@ int lua_PhysicsGenericConstraint_setRotationOffsetA(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -595,7 +595,7 @@ int lua_PhysicsGenericConstraint_setRotationOffsetB(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -637,7 +637,7 @@ int lua_PhysicsGenericConstraint_setTranslationOffsetA(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -679,7 +679,7 @@ int lua_PhysicsGenericConstraint_setTranslationOffsetB(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -721,7 +721,7 @@ int lua_PhysicsGenericConstraint_static_centerOfMassMidpoint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -730,7 +730,7 @@ int lua_PhysicsGenericConstraint_static_centerOfMassMidpoint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Node> param2 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param2 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
@@ -740,7 +740,7 @@ int lua_PhysicsGenericConstraint_static_centerOfMassMidpoint(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsGenericConstraint::centerOfMassMidpoint(param1, param2));
                 void* returnPtr = (void*)new Vector3(PhysicsGenericConstraint::centerOfMassMidpoint(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -783,7 +783,7 @@ int lua_PhysicsGenericConstraint_static_getRotationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -792,7 +792,7 @@ int lua_PhysicsGenericConstraint_static_getRotationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -802,7 +802,7 @@ int lua_PhysicsGenericConstraint_static_getRotationOffset(lua_State* state)
                 void* returnPtr = (void*)new Quaternion(PhysicsGenericConstraint::getRotationOffset(param1, *param2));
                 void* returnPtr = (void*)new Quaternion(PhysicsGenericConstraint::getRotationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -845,7 +845,7 @@ int lua_PhysicsGenericConstraint_static_getTranslationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -854,7 +854,7 @@ int lua_PhysicsGenericConstraint_static_getTranslationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -864,7 +864,7 @@ int lua_PhysicsGenericConstraint_static_getTranslationOffset(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsGenericConstraint::getTranslationOffset(param1, *param2));
                 void* returnPtr = (void*)new Vector3(PhysicsGenericConstraint::getTranslationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");

+ 24 - 24
gameplay/src/lua/lua_PhysicsGhostObject.cpp

@@ -50,14 +50,14 @@ void luaRegister_PhysicsGhostObject()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsGhostObject", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsGhostObject", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsGhostObject* getInstance(lua_State* state)
 static PhysicsGhostObject* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsGhostObject");
     void* userdata = luaL_checkudata(state, 1, "PhysicsGhostObject");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsGhostObject' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsGhostObject' expected.");
-    return (PhysicsGhostObject*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsGhostObject*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsGhostObject_addCollisionListener(lua_State* state)
 int lua_PhysicsGhostObject_addCollisionListener(lua_State* state)
@@ -77,7 +77,7 @@ int lua_PhysicsGhostObject_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -94,7 +94,7 @@ int lua_PhysicsGhostObject_addCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsGhostObject* instance = getInstance(state);
                     PhysicsGhostObject* instance = getInstance(state);
                     instance->addCollisionListener(param1);
                     instance->addCollisionListener(param1);
@@ -117,13 +117,13 @@ int lua_PhysicsGhostObject_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -141,11 +141,11 @@ int lua_PhysicsGhostObject_addCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -186,7 +186,7 @@ int lua_PhysicsGhostObject_asCharacter(lua_State* state)
                 void* returnPtr = (void*)instance->asCharacter();
                 void* returnPtr = (void*)instance->asCharacter();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCharacter");
                     luaL_getmetatable(state, "PhysicsCharacter");
@@ -230,7 +230,7 @@ int lua_PhysicsGhostObject_asGhostObject(lua_State* state)
                 void* returnPtr = (void*)instance->asGhostObject();
                 void* returnPtr = (void*)instance->asGhostObject();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsGhostObject");
                     luaL_getmetatable(state, "PhysicsGhostObject");
@@ -274,7 +274,7 @@ int lua_PhysicsGhostObject_asRigidBody(lua_State* state)
                 void* returnPtr = (void*)instance->asRigidBody();
                 void* returnPtr = (void*)instance->asRigidBody();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsRigidBody");
                     luaL_getmetatable(state, "PhysicsRigidBody");
@@ -318,7 +318,7 @@ int lua_PhysicsGhostObject_asVehicle(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicle();
                 void* returnPtr = (void*)instance->asVehicle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicle");
                     luaL_getmetatable(state, "PhysicsVehicle");
@@ -362,7 +362,7 @@ int lua_PhysicsGhostObject_asVehicleWheel(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
@@ -405,7 +405,7 @@ int lua_PhysicsGhostObject_collidesWith(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -451,7 +451,7 @@ int lua_PhysicsGhostObject_getCollisionShape(lua_State* state)
                 void* returnPtr = (void*)instance->getCollisionShape();
                 void* returnPtr = (void*)instance->getCollisionShape();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCollisionShape");
                     luaL_getmetatable(state, "PhysicsCollisionShape");
@@ -495,7 +495,7 @@ int lua_PhysicsGhostObject_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -715,7 +715,7 @@ int lua_PhysicsGhostObject_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -732,7 +732,7 @@ int lua_PhysicsGhostObject_removeCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsGhostObject* instance = getInstance(state);
                     PhysicsGhostObject* instance = getInstance(state);
                     instance->removeCollisionListener(param1);
                     instance->removeCollisionListener(param1);
@@ -755,13 +755,13 @@ int lua_PhysicsGhostObject_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -779,11 +779,11 @@ int lua_PhysicsGhostObject_removeCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -822,7 +822,7 @@ int lua_PhysicsGhostObject_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsGhostObject* instance = getInstance(state);
                 PhysicsGhostObject* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -860,7 +860,7 @@ int lua_PhysicsGhostObject_transformChanged(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Transform> param1 = ScriptUtil::getObjectPointer<Transform>(2, "Transform", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Transform> param1 = gameplay::ScriptUtil::getObjectPointer<Transform>(2, "Transform", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform'.");

+ 12 - 12
gameplay/src/lua/lua_PhysicsHingeConstraint.cpp

@@ -31,14 +31,14 @@ void luaRegister_PhysicsHingeConstraint()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsHingeConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsHingeConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsHingeConstraint* getInstance(lua_State* state)
 static PhysicsHingeConstraint* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsHingeConstraint");
     void* userdata = luaL_checkudata(state, 1, "PhysicsHingeConstraint");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsHingeConstraint' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsHingeConstraint' expected.");
-    return (PhysicsHingeConstraint*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsHingeConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsHingeConstraint_getBreakingImpulse(lua_State* state)
 int lua_PhysicsHingeConstraint_getBreakingImpulse(lua_State* state)
@@ -161,7 +161,7 @@ int lua_PhysicsHingeConstraint_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsHingeConstraint* instance = getInstance(state);
                 PhysicsHingeConstraint* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -264,7 +264,7 @@ int lua_PhysicsHingeConstraint_static_centerOfMassMidpoint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -273,7 +273,7 @@ int lua_PhysicsHingeConstraint_static_centerOfMassMidpoint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Node> param2 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param2 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
@@ -283,7 +283,7 @@ int lua_PhysicsHingeConstraint_static_centerOfMassMidpoint(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsHingeConstraint::centerOfMassMidpoint(param1, param2));
                 void* returnPtr = (void*)new Vector3(PhysicsHingeConstraint::centerOfMassMidpoint(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -326,7 +326,7 @@ int lua_PhysicsHingeConstraint_static_getRotationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -335,7 +335,7 @@ int lua_PhysicsHingeConstraint_static_getRotationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -345,7 +345,7 @@ int lua_PhysicsHingeConstraint_static_getRotationOffset(lua_State* state)
                 void* returnPtr = (void*)new Quaternion(PhysicsHingeConstraint::getRotationOffset(param1, *param2));
                 void* returnPtr = (void*)new Quaternion(PhysicsHingeConstraint::getRotationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -388,7 +388,7 @@ int lua_PhysicsHingeConstraint_static_getTranslationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -397,7 +397,7 @@ int lua_PhysicsHingeConstraint_static_getTranslationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -407,7 +407,7 @@ int lua_PhysicsHingeConstraint_static_getTranslationOffset(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsHingeConstraint::getTranslationOffset(param1, *param2));
                 void* returnPtr = (void*)new Vector3(PhysicsHingeConstraint::getTranslationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");

+ 44 - 44
gameplay/src/lua/lua_PhysicsRigidBody.cpp

@@ -79,14 +79,14 @@ void luaRegister_PhysicsRigidBody()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsRigidBody", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsRigidBody", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsRigidBody* getInstance(lua_State* state)
 static PhysicsRigidBody* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsRigidBody");
     void* userdata = luaL_checkudata(state, 1, "PhysicsRigidBody");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBody' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBody' expected.");
-    return (PhysicsRigidBody*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsRigidBody*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsRigidBody_addCollisionListener(lua_State* state)
 int lua_PhysicsRigidBody_addCollisionListener(lua_State* state)
@@ -106,7 +106,7 @@ int lua_PhysicsRigidBody_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -123,7 +123,7 @@ int lua_PhysicsRigidBody_addCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsRigidBody* instance = getInstance(state);
                     PhysicsRigidBody* instance = getInstance(state);
                     instance->addCollisionListener(param1);
                     instance->addCollisionListener(param1);
@@ -146,13 +146,13 @@ int lua_PhysicsRigidBody_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -170,11 +170,11 @@ int lua_PhysicsRigidBody_addCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -214,7 +214,7 @@ int lua_PhysicsRigidBody_applyForce(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -239,7 +239,7 @@ int lua_PhysicsRigidBody_applyForce(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -248,7 +248,7 @@ int lua_PhysicsRigidBody_applyForce(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -290,7 +290,7 @@ int lua_PhysicsRigidBody_applyImpulse(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -315,7 +315,7 @@ int lua_PhysicsRigidBody_applyImpulse(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -324,7 +324,7 @@ int lua_PhysicsRigidBody_applyImpulse(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -366,7 +366,7 @@ int lua_PhysicsRigidBody_applyTorque(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -408,7 +408,7 @@ int lua_PhysicsRigidBody_applyTorqueImpulse(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -451,7 +451,7 @@ int lua_PhysicsRigidBody_asCharacter(lua_State* state)
                 void* returnPtr = (void*)instance->asCharacter();
                 void* returnPtr = (void*)instance->asCharacter();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCharacter");
                     luaL_getmetatable(state, "PhysicsCharacter");
@@ -495,7 +495,7 @@ int lua_PhysicsRigidBody_asGhostObject(lua_State* state)
                 void* returnPtr = (void*)instance->asGhostObject();
                 void* returnPtr = (void*)instance->asGhostObject();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsGhostObject");
                     luaL_getmetatable(state, "PhysicsGhostObject");
@@ -539,7 +539,7 @@ int lua_PhysicsRigidBody_asRigidBody(lua_State* state)
                 void* returnPtr = (void*)instance->asRigidBody();
                 void* returnPtr = (void*)instance->asRigidBody();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsRigidBody");
                     luaL_getmetatable(state, "PhysicsRigidBody");
@@ -583,7 +583,7 @@ int lua_PhysicsRigidBody_asVehicle(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicle();
                 void* returnPtr = (void*)instance->asVehicle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicle");
                     luaL_getmetatable(state, "PhysicsVehicle");
@@ -627,7 +627,7 @@ int lua_PhysicsRigidBody_asVehicleWheel(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
@@ -670,7 +670,7 @@ int lua_PhysicsRigidBody_collidesWith(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -751,7 +751,7 @@ int lua_PhysicsRigidBody_getAngularFactor(lua_State* state)
                 void* returnPtr = (void*)new Vector3(instance->getAngularFactor());
                 void* returnPtr = (void*)new Vector3(instance->getAngularFactor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -795,7 +795,7 @@ int lua_PhysicsRigidBody_getAngularVelocity(lua_State* state)
                 void* returnPtr = (void*)new Vector3(instance->getAngularVelocity());
                 void* returnPtr = (void*)new Vector3(instance->getAngularVelocity());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -839,7 +839,7 @@ int lua_PhysicsRigidBody_getAnisotropicFriction(lua_State* state)
                 void* returnPtr = (void*)new Vector3(instance->getAnisotropicFriction());
                 void* returnPtr = (void*)new Vector3(instance->getAnisotropicFriction());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -883,7 +883,7 @@ int lua_PhysicsRigidBody_getCollisionShape(lua_State* state)
                 void* returnPtr = (void*)instance->getCollisionShape();
                 void* returnPtr = (void*)instance->getCollisionShape();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCollisionShape");
                     luaL_getmetatable(state, "PhysicsCollisionShape");
@@ -962,7 +962,7 @@ int lua_PhysicsRigidBody_getGravity(lua_State* state)
                 void* returnPtr = (void*)new Vector3(instance->getGravity());
                 void* returnPtr = (void*)new Vector3(instance->getGravity());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -1084,7 +1084,7 @@ int lua_PhysicsRigidBody_getLinearFactor(lua_State* state)
                 void* returnPtr = (void*)new Vector3(instance->getLinearFactor());
                 void* returnPtr = (void*)new Vector3(instance->getLinearFactor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -1128,7 +1128,7 @@ int lua_PhysicsRigidBody_getLinearVelocity(lua_State* state)
                 void* returnPtr = (void*)new Vector3(instance->getLinearVelocity());
                 void* returnPtr = (void*)new Vector3(instance->getLinearVelocity());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -1207,7 +1207,7 @@ int lua_PhysicsRigidBody_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -1497,7 +1497,7 @@ int lua_PhysicsRigidBody_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1514,7 +1514,7 @@ int lua_PhysicsRigidBody_removeCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsRigidBody* instance = getInstance(state);
                     PhysicsRigidBody* instance = getInstance(state);
                     instance->removeCollisionListener(param1);
                     instance->removeCollisionListener(param1);
@@ -1537,13 +1537,13 @@ int lua_PhysicsRigidBody_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1561,11 +1561,11 @@ int lua_PhysicsRigidBody_removeCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1607,7 +1607,7 @@ int lua_PhysicsRigidBody_setAngularFactor(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1678,7 +1678,7 @@ int lua_PhysicsRigidBody_setAngularVelocity(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1749,7 +1749,7 @@ int lua_PhysicsRigidBody_setAnisotropicFriction(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1857,7 +1857,7 @@ int lua_PhysicsRigidBody_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsRigidBody* instance = getInstance(state);
                 PhysicsRigidBody* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -1932,7 +1932,7 @@ int lua_PhysicsRigidBody_setGravity(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -2000,7 +2000,7 @@ int lua_PhysicsRigidBody_setKinematic(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsRigidBody* instance = getInstance(state);
                 PhysicsRigidBody* instance = getInstance(state);
                 instance->setKinematic(param1);
                 instance->setKinematic(param1);
@@ -2039,7 +2039,7 @@ int lua_PhysicsRigidBody_setLinearFactor(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -2110,7 +2110,7 @@ int lua_PhysicsRigidBody_setLinearVelocity(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 

+ 30 - 30
gameplay/src/lua/lua_PhysicsRigidBodyParameters.cpp

@@ -46,14 +46,14 @@ void luaRegister_PhysicsRigidBodyParameters()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("PhysicsRigidBody");
     scopePath.push_back("PhysicsRigidBody");
 
 
-    ScriptUtil::registerClass("PhysicsRigidBodyParameters", lua_members, lua_PhysicsRigidBodyParameters__init, lua_PhysicsRigidBodyParameters__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsRigidBodyParameters", lua_members, lua_PhysicsRigidBodyParameters__init, lua_PhysicsRigidBodyParameters__gc, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsRigidBody::Parameters* getInstance(lua_State* state)
 static PhysicsRigidBody::Parameters* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsRigidBodyParameters");
     void* userdata = luaL_checkudata(state, 1, "PhysicsRigidBodyParameters");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBodyParameters' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBodyParameters' expected.");
-    return (PhysicsRigidBody::Parameters*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsRigidBody::Parameters*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsRigidBodyParameters__gc(lua_State* state)
 int lua_PhysicsRigidBodyParameters__gc(lua_State* state)
@@ -70,7 +70,7 @@ int lua_PhysicsRigidBodyParameters__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "PhysicsRigidBodyParameters");
                 void* userdata = luaL_checkudata(state, 1, "PhysicsRigidBodyParameters");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBodyParameters' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBodyParameters' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     PhysicsRigidBody::Parameters* instance = (PhysicsRigidBody::Parameters*)object->instance;
                     PhysicsRigidBody::Parameters* instance = (PhysicsRigidBody::Parameters*)object->instance;
@@ -107,7 +107,7 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
             void* returnPtr = (void*)new PhysicsRigidBody::Parameters();
             void* returnPtr = (void*)new PhysicsRigidBody::Parameters();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                 luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -133,7 +133,7 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -168,7 +168,7 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -207,7 +207,7 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -250,7 +250,7 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -297,7 +297,7 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -343,12 +343,12 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     float param5 = (float)luaL_checknumber(state, 5);
                     float param5 = (float)luaL_checknumber(state, 5);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 6);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 6);
 
 
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -395,18 +395,18 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     float param5 = (float)luaL_checknumber(state, 5);
                     float param5 = (float)luaL_checknumber(state, 5);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 6);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 6);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
                     bool param7Valid;
                     bool param7Valid;
-                    ScriptUtil::LuaArray<Vector3> param7 = ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param7Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param7 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param7Valid);
                     if (!param7Valid)
                     if (!param7Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -454,24 +454,24 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     float param5 = (float)luaL_checknumber(state, 5);
                     float param5 = (float)luaL_checknumber(state, 5);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 6);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 6);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
                     bool param7Valid;
                     bool param7Valid;
-                    ScriptUtil::LuaArray<Vector3> param7 = ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param7Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param7 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param7Valid);
                     if (!param7Valid)
                     if (!param7Valid)
                         break;
                         break;
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     bool param8Valid;
                     bool param8Valid;
-                    ScriptUtil::LuaArray<Vector3> param8 = ScriptUtil::getObjectPointer<Vector3>(8, "Vector3", true, &param8Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param8 = gameplay::ScriptUtil::getObjectPointer<Vector3>(8, "Vector3", true, &param8Valid);
                     if (!param8Valid)
                     if (!param8Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7, *param8);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7, *param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -520,30 +520,30 @@ int lua_PhysicsRigidBodyParameters__init(lua_State* state)
                     float param5 = (float)luaL_checknumber(state, 5);
                     float param5 = (float)luaL_checknumber(state, 5);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    bool param6 = ScriptUtil::luaCheckBool(state, 6);
+                    bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 6);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
                     bool param7Valid;
                     bool param7Valid;
-                    ScriptUtil::LuaArray<Vector3> param7 = ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param7Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param7 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param7Valid);
                     if (!param7Valid)
                     if (!param7Valid)
                         break;
                         break;
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     bool param8Valid;
                     bool param8Valid;
-                    ScriptUtil::LuaArray<Vector3> param8 = ScriptUtil::getObjectPointer<Vector3>(8, "Vector3", true, &param8Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param8 = gameplay::ScriptUtil::getObjectPointer<Vector3>(8, "Vector3", true, &param8Valid);
                     if (!param8Valid)
                     if (!param8Valid)
                         break;
                         break;
 
 
                     // Get parameter 9 off the stack.
                     // Get parameter 9 off the stack.
                     bool param9Valid;
                     bool param9Valid;
-                    ScriptUtil::LuaArray<Vector3> param9 = ScriptUtil::getObjectPointer<Vector3>(9, "Vector3", true, &param9Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param9 = gameplay::ScriptUtil::getObjectPointer<Vector3>(9, "Vector3", true, &param9Valid);
                     if (!param9Valid)
                     if (!param9Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7, *param8, *param9);
                     void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7, *param8, *param9);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
                         luaL_getmetatable(state, "PhysicsRigidBodyParameters");
@@ -615,7 +615,7 @@ int lua_PhysicsRigidBodyParameters_angularFactor(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -630,7 +630,7 @@ int lua_PhysicsRigidBodyParameters_angularFactor(lua_State* state)
         void* returnPtr = (void*)new Vector3(instance->angularFactor);
         void* returnPtr = (void*)new Vector3(instance->angularFactor);
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = true;
             object->owns = true;
             luaL_getmetatable(state, "Vector3");
             luaL_getmetatable(state, "Vector3");
@@ -659,7 +659,7 @@ int lua_PhysicsRigidBodyParameters_anisotropicFriction(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -674,7 +674,7 @@ int lua_PhysicsRigidBodyParameters_anisotropicFriction(lua_State* state)
         void* returnPtr = (void*)new Vector3(instance->anisotropicFriction);
         void* returnPtr = (void*)new Vector3(instance->anisotropicFriction);
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = true;
             object->owns = true;
             luaL_getmetatable(state, "Vector3");
             luaL_getmetatable(state, "Vector3");
@@ -731,7 +731,7 @@ int lua_PhysicsRigidBodyParameters_kinematic(lua_State* state)
     if (lua_gettop(state) == 2)
     if (lua_gettop(state) == 2)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
-        bool param2 = ScriptUtil::luaCheckBool(state, 2);
+        bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
         instance->kinematic = param2;
         instance->kinematic = param2;
         return 0;
         return 0;
@@ -790,7 +790,7 @@ int lua_PhysicsRigidBodyParameters_linearFactor(lua_State* state)
     {
     {
         // Get parameter 2 off the stack.
         // Get parameter 2 off the stack.
         bool param2Valid;
         bool param2Valid;
-        ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+        gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
         if (!param2Valid)
         if (!param2Valid)
         {
         {
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
             lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -805,7 +805,7 @@ int lua_PhysicsRigidBodyParameters_linearFactor(lua_State* state)
         void* returnPtr = (void*)new Vector3(instance->linearFactor);
         void* returnPtr = (void*)new Vector3(instance->linearFactor);
         if (returnPtr)
         if (returnPtr)
         {
         {
-            ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+            gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
             object->instance = returnPtr;
             object->instance = returnPtr;
             object->owns = true;
             object->owns = true;
             luaL_getmetatable(state, "Vector3");
             luaL_getmetatable(state, "Vector3");

+ 12 - 12
gameplay/src/lua/lua_PhysicsSocketConstraint.cpp

@@ -30,14 +30,14 @@ void luaRegister_PhysicsSocketConstraint()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsSocketConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsSocketConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsSocketConstraint* getInstance(lua_State* state)
 static PhysicsSocketConstraint* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsSocketConstraint");
     void* userdata = luaL_checkudata(state, 1, "PhysicsSocketConstraint");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsSocketConstraint' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsSocketConstraint' expected.");
-    return (PhysicsSocketConstraint*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsSocketConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsSocketConstraint_getBreakingImpulse(lua_State* state)
 int lua_PhysicsSocketConstraint_getBreakingImpulse(lua_State* state)
@@ -160,7 +160,7 @@ int lua_PhysicsSocketConstraint_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsSocketConstraint* instance = getInstance(state);
                 PhysicsSocketConstraint* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -197,7 +197,7 @@ int lua_PhysicsSocketConstraint_static_centerOfMassMidpoint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -206,7 +206,7 @@ int lua_PhysicsSocketConstraint_static_centerOfMassMidpoint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Node> param2 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param2 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
@@ -216,7 +216,7 @@ int lua_PhysicsSocketConstraint_static_centerOfMassMidpoint(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsSocketConstraint::centerOfMassMidpoint(param1, param2));
                 void* returnPtr = (void*)new Vector3(PhysicsSocketConstraint::centerOfMassMidpoint(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -259,7 +259,7 @@ int lua_PhysicsSocketConstraint_static_getRotationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -268,7 +268,7 @@ int lua_PhysicsSocketConstraint_static_getRotationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -278,7 +278,7 @@ int lua_PhysicsSocketConstraint_static_getRotationOffset(lua_State* state)
                 void* returnPtr = (void*)new Quaternion(PhysicsSocketConstraint::getRotationOffset(param1, *param2));
                 void* returnPtr = (void*)new Quaternion(PhysicsSocketConstraint::getRotationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -321,7 +321,7 @@ int lua_PhysicsSocketConstraint_static_getTranslationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -330,7 +330,7 @@ int lua_PhysicsSocketConstraint_static_getTranslationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -340,7 +340,7 @@ int lua_PhysicsSocketConstraint_static_getTranslationOffset(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsSocketConstraint::getTranslationOffset(param1, *param2));
                 void* returnPtr = (void*)new Vector3(PhysicsSocketConstraint::getTranslationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");

+ 24 - 24
gameplay/src/lua/lua_PhysicsSpringConstraint.cpp

@@ -55,14 +55,14 @@ void luaRegister_PhysicsSpringConstraint()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsSpringConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsSpringConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsSpringConstraint* getInstance(lua_State* state)
 static PhysicsSpringConstraint* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsSpringConstraint");
     void* userdata = luaL_checkudata(state, 1, "PhysicsSpringConstraint");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsSpringConstraint' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsSpringConstraint' expected.");
-    return (PhysicsSpringConstraint*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsSpringConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsSpringConstraint_getBreakingImpulse(lua_State* state)
 int lua_PhysicsSpringConstraint_getBreakingImpulse(lua_State* state)
@@ -116,7 +116,7 @@ int lua_PhysicsSpringConstraint_getRotationOffsetA(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRotationOffsetA());
                 void* returnPtr = (void*)&(instance->getRotationOffsetA());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -160,7 +160,7 @@ int lua_PhysicsSpringConstraint_getRotationOffsetB(lua_State* state)
                 void* returnPtr = (void*)&(instance->getRotationOffsetB());
                 void* returnPtr = (void*)&(instance->getRotationOffsetB());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -204,7 +204,7 @@ int lua_PhysicsSpringConstraint_getTranslationOffsetA(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTranslationOffsetA());
                 void* returnPtr = (void*)&(instance->getTranslationOffsetA());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -248,7 +248,7 @@ int lua_PhysicsSpringConstraint_getTranslationOffsetB(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTranslationOffsetB());
                 void* returnPtr = (void*)&(instance->getTranslationOffsetB());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -434,7 +434,7 @@ int lua_PhysicsSpringConstraint_setAngularLowerLimit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -584,7 +584,7 @@ int lua_PhysicsSpringConstraint_setAngularUpperLimit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -661,7 +661,7 @@ int lua_PhysicsSpringConstraint_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsSpringConstraint* instance = getInstance(state);
                 PhysicsSpringConstraint* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -806,7 +806,7 @@ int lua_PhysicsSpringConstraint_setLinearLowerLimit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -956,7 +956,7 @@ int lua_PhysicsSpringConstraint_setLinearUpperLimit(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -998,7 +998,7 @@ int lua_PhysicsSpringConstraint_setRotationOffsetA(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -1040,7 +1040,7 @@ int lua_PhysicsSpringConstraint_setRotationOffsetB(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -1082,7 +1082,7 @@ int lua_PhysicsSpringConstraint_setTranslationOffsetA(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1124,7 +1124,7 @@ int lua_PhysicsSpringConstraint_setTranslationOffsetB(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1166,7 +1166,7 @@ int lua_PhysicsSpringConstraint_static_centerOfMassMidpoint(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -1175,7 +1175,7 @@ int lua_PhysicsSpringConstraint_static_centerOfMassMidpoint(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Node> param2 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param2 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
@@ -1185,7 +1185,7 @@ int lua_PhysicsSpringConstraint_static_centerOfMassMidpoint(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsSpringConstraint::centerOfMassMidpoint(param1, param2));
                 void* returnPtr = (void*)new Vector3(PhysicsSpringConstraint::centerOfMassMidpoint(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -1228,7 +1228,7 @@ int lua_PhysicsSpringConstraint_static_getRotationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -1237,7 +1237,7 @@ int lua_PhysicsSpringConstraint_static_getRotationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -1247,7 +1247,7 @@ int lua_PhysicsSpringConstraint_static_getRotationOffset(lua_State* state)
                 void* returnPtr = (void*)new Quaternion(PhysicsSpringConstraint::getRotationOffset(param1, *param2));
                 void* returnPtr = (void*)new Quaternion(PhysicsSpringConstraint::getRotationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Quaternion");
                     luaL_getmetatable(state, "Quaternion");
@@ -1290,7 +1290,7 @@ int lua_PhysicsSpringConstraint_static_getTranslationOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
@@ -1299,7 +1299,7 @@ int lua_PhysicsSpringConstraint_static_getTranslationOffset(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -1309,7 +1309,7 @@ int lua_PhysicsSpringConstraint_static_getTranslationOffset(lua_State* state)
                 void* returnPtr = (void*)new Vector3(PhysicsSpringConstraint::getTranslationOffset(param1, *param2));
                 void* returnPtr = (void*)new Vector3(PhysicsSpringConstraint::getTranslationOffset(param1, *param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");

+ 26 - 26
gameplay/src/lua/lua_PhysicsVehicle.cpp

@@ -73,14 +73,14 @@ void luaRegister_PhysicsVehicle()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsVehicle", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsVehicle", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsVehicle* getInstance(lua_State* state)
 static PhysicsVehicle* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsVehicle");
     void* userdata = luaL_checkudata(state, 1, "PhysicsVehicle");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsVehicle' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsVehicle' expected.");
-    return (PhysicsVehicle*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsVehicle*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsVehicle_addCollisionListener(lua_State* state)
 int lua_PhysicsVehicle_addCollisionListener(lua_State* state)
@@ -100,7 +100,7 @@ int lua_PhysicsVehicle_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -117,7 +117,7 @@ int lua_PhysicsVehicle_addCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsVehicle* instance = getInstance(state);
                     PhysicsVehicle* instance = getInstance(state);
                     instance->addCollisionListener(param1);
                     instance->addCollisionListener(param1);
@@ -140,13 +140,13 @@ int lua_PhysicsVehicle_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -164,11 +164,11 @@ int lua_PhysicsVehicle_addCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -208,7 +208,7 @@ int lua_PhysicsVehicle_addWheel(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsVehicleWheel> param1 = ScriptUtil::getObjectPointer<PhysicsVehicleWheel>(2, "PhysicsVehicleWheel", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsVehicleWheel> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsVehicleWheel>(2, "PhysicsVehicleWheel", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsVehicleWheel'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsVehicleWheel'.");
@@ -251,7 +251,7 @@ int lua_PhysicsVehicle_asCharacter(lua_State* state)
                 void* returnPtr = (void*)instance->asCharacter();
                 void* returnPtr = (void*)instance->asCharacter();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCharacter");
                     luaL_getmetatable(state, "PhysicsCharacter");
@@ -295,7 +295,7 @@ int lua_PhysicsVehicle_asGhostObject(lua_State* state)
                 void* returnPtr = (void*)instance->asGhostObject();
                 void* returnPtr = (void*)instance->asGhostObject();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsGhostObject");
                     luaL_getmetatable(state, "PhysicsGhostObject");
@@ -339,7 +339,7 @@ int lua_PhysicsVehicle_asRigidBody(lua_State* state)
                 void* returnPtr = (void*)instance->asRigidBody();
                 void* returnPtr = (void*)instance->asRigidBody();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsRigidBody");
                     luaL_getmetatable(state, "PhysicsRigidBody");
@@ -383,7 +383,7 @@ int lua_PhysicsVehicle_asVehicle(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicle();
                 void* returnPtr = (void*)instance->asVehicle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicle");
                     luaL_getmetatable(state, "PhysicsVehicle");
@@ -427,7 +427,7 @@ int lua_PhysicsVehicle_asVehicleWheel(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
@@ -470,7 +470,7 @@ int lua_PhysicsVehicle_collidesWith(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -691,7 +691,7 @@ int lua_PhysicsVehicle_getCollisionShape(lua_State* state)
                 void* returnPtr = (void*)instance->getCollisionShape();
                 void* returnPtr = (void*)instance->getCollisionShape();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCollisionShape");
                     luaL_getmetatable(state, "PhysicsCollisionShape");
@@ -875,7 +875,7 @@ int lua_PhysicsVehicle_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -954,7 +954,7 @@ int lua_PhysicsVehicle_getRigidBody(lua_State* state)
                 void* returnPtr = (void*)instance->getRigidBody();
                 void* returnPtr = (void*)instance->getRigidBody();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsRigidBody");
                     luaL_getmetatable(state, "PhysicsRigidBody");
@@ -1247,7 +1247,7 @@ int lua_PhysicsVehicle_getWheel(lua_State* state)
                 void* returnPtr = (void*)instance->getWheel(param1);
                 void* returnPtr = (void*)instance->getWheel(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
@@ -1397,7 +1397,7 @@ int lua_PhysicsVehicle_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1414,7 +1414,7 @@ int lua_PhysicsVehicle_removeCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsVehicle* instance = getInstance(state);
                     PhysicsVehicle* instance = getInstance(state);
                     instance->removeCollisionListener(param1);
                     instance->removeCollisionListener(param1);
@@ -1437,13 +1437,13 @@ int lua_PhysicsVehicle_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1461,11 +1461,11 @@ int lua_PhysicsVehicle_removeCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1764,7 +1764,7 @@ int lua_PhysicsVehicle_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsVehicle* instance = getInstance(state);
                 PhysicsVehicle* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);

+ 31 - 31
gameplay/src/lua/lua_PhysicsVehicleWheel.cpp

@@ -71,14 +71,14 @@ void luaRegister_PhysicsVehicleWheel()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("PhysicsVehicleWheel", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("PhysicsVehicleWheel", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static PhysicsVehicleWheel* getInstance(lua_State* state)
 static PhysicsVehicleWheel* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "PhysicsVehicleWheel");
     void* userdata = luaL_checkudata(state, 1, "PhysicsVehicleWheel");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsVehicleWheel' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'PhysicsVehicleWheel' expected.");
-    return (PhysicsVehicleWheel*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (PhysicsVehicleWheel*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_PhysicsVehicleWheel_addCollisionListener(lua_State* state)
 int lua_PhysicsVehicleWheel_addCollisionListener(lua_State* state)
@@ -98,7 +98,7 @@ int lua_PhysicsVehicleWheel_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -115,7 +115,7 @@ int lua_PhysicsVehicleWheel_addCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsVehicleWheel* instance = getInstance(state);
                     PhysicsVehicleWheel* instance = getInstance(state);
                     instance->addCollisionListener(param1);
                     instance->addCollisionListener(param1);
@@ -138,13 +138,13 @@ int lua_PhysicsVehicleWheel_addCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -162,11 +162,11 @@ int lua_PhysicsVehicleWheel_addCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -207,7 +207,7 @@ int lua_PhysicsVehicleWheel_asCharacter(lua_State* state)
                 void* returnPtr = (void*)instance->asCharacter();
                 void* returnPtr = (void*)instance->asCharacter();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCharacter");
                     luaL_getmetatable(state, "PhysicsCharacter");
@@ -251,7 +251,7 @@ int lua_PhysicsVehicleWheel_asGhostObject(lua_State* state)
                 void* returnPtr = (void*)instance->asGhostObject();
                 void* returnPtr = (void*)instance->asGhostObject();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsGhostObject");
                     luaL_getmetatable(state, "PhysicsGhostObject");
@@ -295,7 +295,7 @@ int lua_PhysicsVehicleWheel_asRigidBody(lua_State* state)
                 void* returnPtr = (void*)instance->asRigidBody();
                 void* returnPtr = (void*)instance->asRigidBody();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsRigidBody");
                     luaL_getmetatable(state, "PhysicsRigidBody");
@@ -339,7 +339,7 @@ int lua_PhysicsVehicleWheel_asVehicle(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicle();
                 void* returnPtr = (void*)instance->asVehicle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicle");
                     luaL_getmetatable(state, "PhysicsVehicle");
@@ -383,7 +383,7 @@ int lua_PhysicsVehicleWheel_asVehicleWheel(lua_State* state)
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 void* returnPtr = (void*)instance->asVehicleWheel();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
                     luaL_getmetatable(state, "PhysicsVehicleWheel");
@@ -426,7 +426,7 @@ int lua_PhysicsVehicleWheel_collidesWith(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
@@ -472,7 +472,7 @@ int lua_PhysicsVehicleWheel_getCollisionShape(lua_State* state)
                 void* returnPtr = (void*)instance->getCollisionShape();
                 void* returnPtr = (void*)instance->getCollisionShape();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "PhysicsCollisionShape");
                     luaL_getmetatable(state, "PhysicsCollisionShape");
@@ -551,7 +551,7 @@ int lua_PhysicsVehicleWheel_getNode(lua_State* state)
                 void* returnPtr = (void*)instance->getNode();
                 void* returnPtr = (void*)instance->getNode();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Node");
                     luaL_getmetatable(state, "Node");
@@ -664,7 +664,7 @@ int lua_PhysicsVehicleWheel_getStrutConnectionOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -951,7 +951,7 @@ int lua_PhysicsVehicleWheel_getWheelAxle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -993,7 +993,7 @@ int lua_PhysicsVehicleWheel_getWheelDirection(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1212,7 +1212,7 @@ int lua_PhysicsVehicleWheel_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -1229,7 +1229,7 @@ int lua_PhysicsVehicleWheel_removeCollisionListener(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     PhysicsVehicleWheel* instance = getInstance(state);
                     PhysicsVehicleWheel* instance = getInstance(state);
                     instance->removeCollisionListener(param1);
                     instance->removeCollisionListener(param1);
@@ -1252,13 +1252,13 @@ int lua_PhysicsVehicleWheel_removeCollisionListener(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject::CollisionListener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject::CollisionListener>(2, "PhysicsCollisionObjectCollisionListener", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1276,11 +1276,11 @@ int lua_PhysicsVehicleWheel_removeCollisionListener(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(3, "PhysicsCollisionObject", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -1319,7 +1319,7 @@ int lua_PhysicsVehicleWheel_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsVehicleWheel* instance = getInstance(state);
                 PhysicsVehicleWheel* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -1427,7 +1427,7 @@ int lua_PhysicsVehicleWheel_setSteerable(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 PhysicsVehicleWheel* instance = getInstance(state);
                 PhysicsVehicleWheel* instance = getInstance(state);
                 instance->setSteerable(param1);
                 instance->setSteerable(param1);
@@ -1464,7 +1464,7 @@ int lua_PhysicsVehicleWheel_setStrutConnectionOffset(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1722,7 +1722,7 @@ int lua_PhysicsVehicleWheel_setWheelAxle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1764,7 +1764,7 @@ int lua_PhysicsVehicleWheel_setWheelDirection(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -1842,7 +1842,7 @@ int lua_PhysicsVehicleWheel_transform(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Node> param1 = ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");

+ 25 - 25
gameplay/src/lua/lua_Plane.cpp

@@ -36,14 +36,14 @@ void luaRegister_Plane()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Plane", lua_members, lua_Plane__init, lua_Plane__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Plane", lua_members, lua_Plane__init, lua_Plane__gc, lua_statics, scopePath);
 }
 }
 
 
 static Plane* getInstance(lua_State* state)
 static Plane* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Plane");
     void* userdata = luaL_checkudata(state, 1, "Plane");
     luaL_argcheck(state, userdata != NULL, 1, "'Plane' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Plane' expected.");
-    return (Plane*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Plane*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Plane__gc(lua_State* state)
 int lua_Plane__gc(lua_State* state)
@@ -60,7 +60,7 @@ int lua_Plane__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Plane");
                 void* userdata = luaL_checkudata(state, 1, "Plane");
                 luaL_argcheck(state, userdata != NULL, 1, "'Plane' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Plane' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Plane* instance = (Plane*)object->instance;
                     Plane* instance = (Plane*)object->instance;
@@ -97,7 +97,7 @@ int lua_Plane__init(lua_State* state)
             void* returnPtr = (void*)new Plane();
             void* returnPtr = (void*)new Plane();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "Plane");
                 luaL_getmetatable(state, "Plane");
@@ -119,14 +119,14 @@ int lua_Plane__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(1, "Plane", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(1, "Plane", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Plane(*param1);
                     void* returnPtr = (void*)new Plane(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Plane");
                         luaL_getmetatable(state, "Plane");
@@ -154,7 +154,7 @@ int lua_Plane__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -164,7 +164,7 @@ int lua_Plane__init(lua_State* state)
                     void* returnPtr = (void*)new Plane(*param1, param2);
                     void* returnPtr = (void*)new Plane(*param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Plane");
                         luaL_getmetatable(state, "Plane");
@@ -207,7 +207,7 @@ int lua_Plane__init(lua_State* state)
                     void* returnPtr = (void*)new Plane(param1, param2, param3, param4);
                     void* returnPtr = (void*)new Plane(param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Plane");
                         luaL_getmetatable(state, "Plane");
@@ -251,7 +251,7 @@ int lua_Plane_distance(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -332,7 +332,7 @@ int lua_Plane_getNormal(lua_State* state)
                 void* returnPtr = (void*)&(instance->getNormal());
                 void* returnPtr = (void*)&(instance->getNormal());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -377,7 +377,7 @@ int lua_Plane_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -398,7 +398,7 @@ int lua_Plane_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -419,7 +419,7 @@ int lua_Plane_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Frustum> param1 = ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Frustum> param1 = gameplay::ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -440,7 +440,7 @@ int lua_Plane_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -461,7 +461,7 @@ int lua_Plane_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -504,7 +504,7 @@ int lua_Plane_isParallel(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Plane'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Plane'.");
@@ -551,7 +551,7 @@ int lua_Plane_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -576,7 +576,7 @@ int lua_Plane_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -657,7 +657,7 @@ int lua_Plane_setNormal(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -779,7 +779,7 @@ int lua_Plane_static_intersection(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(1, "Plane", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(1, "Plane", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Plane'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Plane'.");
@@ -788,7 +788,7 @@ int lua_Plane_static_intersection(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Plane> param2 = ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Plane> param2 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Plane'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Plane'.");
@@ -797,7 +797,7 @@ int lua_Plane_static_intersection(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Plane> param3 = ScriptUtil::getObjectPointer<Plane>(3, "Plane", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Plane> param3 = gameplay::ScriptUtil::getObjectPointer<Plane>(3, "Plane", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Plane'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Plane'.");
@@ -806,7 +806,7 @@ int lua_Plane_static_intersection(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Vector3> param4 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector3'.");
@@ -847,7 +847,7 @@ int lua_Plane_transform(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");

+ 3 - 3
gameplay/src/lua/lua_Platform.cpp

@@ -16,14 +16,14 @@ void luaRegister_Platform()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Platform", lua_members, NULL, lua_Platform__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Platform", lua_members, NULL, lua_Platform__gc, lua_statics, scopePath);
 }
 }
 
 
 static Platform* getInstance(lua_State* state)
 static Platform* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Platform");
     void* userdata = luaL_checkudata(state, 1, "Platform");
     luaL_argcheck(state, userdata != NULL, 1, "'Platform' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Platform' expected.");
-    return (Platform*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Platform*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Platform__gc(lua_State* state)
 int lua_Platform__gc(lua_State* state)
@@ -40,7 +40,7 @@ int lua_Platform__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Platform");
                 void* userdata = luaL_checkudata(state, 1, "Platform");
                 luaL_argcheck(state, userdata != NULL, 1, "'Platform' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Platform' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Platform* instance = (Platform*)object->instance;
                     Platform* instance = (Platform*)object->instance;

+ 34 - 34
gameplay/src/lua/lua_Properties.cpp

@@ -40,14 +40,14 @@ void luaRegister_Properties()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Properties", lua_members, NULL, lua_Properties__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Properties", lua_members, NULL, lua_Properties__gc, lua_statics, scopePath);
 }
 }
 
 
 static Properties* getInstance(lua_State* state)
 static Properties* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Properties");
     void* userdata = luaL_checkudata(state, 1, "Properties");
     luaL_argcheck(state, userdata != NULL, 1, "'Properties' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Properties' expected.");
-    return (Properties*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Properties*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Properties__gc(lua_State* state)
 int lua_Properties__gc(lua_State* state)
@@ -64,7 +64,7 @@ int lua_Properties__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Properties");
                 void* userdata = luaL_checkudata(state, 1, "Properties");
                 luaL_argcheck(state, userdata != NULL, 1, "'Properties' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Properties' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Properties* instance = (Properties*)object->instance;
                     Properties* instance = (Properties*)object->instance;
@@ -102,7 +102,7 @@ int lua_Properties_exists(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Properties* instance = getInstance(state);
                 Properties* instance = getInstance(state);
                 bool result = instance->exists(param1);
                 bool result = instance->exists(param1);
@@ -158,7 +158,7 @@ int lua_Properties_getBool(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Properties* instance = getInstance(state);
                 Properties* instance = getInstance(state);
                 bool result = instance->getBool(param1);
                 bool result = instance->getBool(param1);
@@ -180,10 +180,10 @@ int lua_Properties_getBool(lua_State* state)
                 lua_type(state, 3) == LUA_TBOOLEAN)
                 lua_type(state, 3) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                bool param2 = ScriptUtil::luaCheckBool(state, 3);
+                bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                 Properties* instance = getInstance(state);
                 Properties* instance = getInstance(state);
                 bool result = instance->getBool(param1, param2);
                 bool result = instance->getBool(param1, param2);
@@ -225,11 +225,11 @@ int lua_Properties_getColor(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -250,11 +250,11 @@ int lua_Properties_getColor(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -313,7 +313,7 @@ int lua_Properties_getFloat(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Properties* instance = getInstance(state);
                 Properties* instance = getInstance(state);
                 float result = instance->getFloat(param1);
                 float result = instance->getFloat(param1);
@@ -404,7 +404,7 @@ int lua_Properties_getInt(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Properties* instance = getInstance(state);
                 Properties* instance = getInstance(state);
                 int result = instance->getInt(param1);
                 int result = instance->getInt(param1);
@@ -460,7 +460,7 @@ int lua_Properties_getLong(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Properties* instance = getInstance(state);
                 Properties* instance = getInstance(state);
                 long result = instance->getLong(param1);
                 long result = instance->getLong(param1);
@@ -500,11 +500,11 @@ int lua_Properties_getMatrix(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Matrix> param2 = ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Matrix'.");
@@ -570,13 +570,13 @@ int lua_Properties_getNamespace(lua_State* state)
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                     (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     Properties* instance = getInstance(state);
                     Properties* instance = getInstance(state);
                     void* returnPtr = (void*)instance->getNamespace(param1);
                     void* returnPtr = (void*)instance->getNamespace(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Properties");
                         luaL_getmetatable(state, "Properties");
@@ -604,16 +604,16 @@ int lua_Properties_getNamespace(lua_State* state)
                     lua_type(state, 3) == LUA_TBOOLEAN)
                     lua_type(state, 3) == LUA_TBOOLEAN)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    bool param2 = ScriptUtil::luaCheckBool(state, 3);
+                    bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
 
 
                     Properties* instance = getInstance(state);
                     Properties* instance = getInstance(state);
                     void* returnPtr = (void*)instance->getNamespace(param1, param2);
                     void* returnPtr = (void*)instance->getNamespace(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Properties");
                         luaL_getmetatable(state, "Properties");
@@ -658,7 +658,7 @@ int lua_Properties_getNextNamespace(lua_State* state)
                 void* returnPtr = (void*)instance->getNextNamespace();
                 void* returnPtr = (void*)instance->getNextNamespace();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Properties");
                     luaL_getmetatable(state, "Properties");
@@ -701,11 +701,11 @@ int lua_Properties_getQuaternionFromAxisAngle(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -766,7 +766,7 @@ int lua_Properties_getString(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Properties* instance = getInstance(state);
                 Properties* instance = getInstance(state);
                 const char* result = instance->getString(param1);
                 const char* result = instance->getString(param1);
@@ -822,7 +822,7 @@ int lua_Properties_getType(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 Properties* instance = getInstance(state);
                 Properties* instance = getInstance(state);
                 Properties::Type result = instance->getType(param1);
                 Properties::Type result = instance->getType(param1);
@@ -862,11 +862,11 @@ int lua_Properties_getVector2(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector2> param2 = ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector2'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector2'.");
@@ -911,11 +911,11 @@ int lua_Properties_getVector3(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
@@ -960,11 +960,11 @@ int lua_Properties_getVector4(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -1039,12 +1039,12 @@ int lua_Properties_static_create(lua_State* state)
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 void* returnPtr = (void*)Properties::create(param1);
                 void* returnPtr = (void*)Properties::create(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "Properties");
                     luaL_getmetatable(state, "Properties");

+ 42 - 42
gameplay/src/lua/lua_Quaternion.cpp

@@ -40,14 +40,14 @@ void luaRegister_Quaternion()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Quaternion", lua_members, lua_Quaternion__init, lua_Quaternion__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Quaternion", lua_members, lua_Quaternion__init, lua_Quaternion__gc, lua_statics, scopePath);
 }
 }
 
 
 static Quaternion* getInstance(lua_State* state)
 static Quaternion* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Quaternion");
     void* userdata = luaL_checkudata(state, 1, "Quaternion");
     luaL_argcheck(state, userdata != NULL, 1, "'Quaternion' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Quaternion' expected.");
-    return (Quaternion*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Quaternion*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Quaternion__gc(lua_State* state)
 int lua_Quaternion__gc(lua_State* state)
@@ -64,7 +64,7 @@ int lua_Quaternion__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Quaternion");
                 void* userdata = luaL_checkudata(state, 1, "Quaternion");
                 luaL_argcheck(state, userdata != NULL, 1, "'Quaternion' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Quaternion' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Quaternion* instance = (Quaternion*)object->instance;
                     Quaternion* instance = (Quaternion*)object->instance;
@@ -101,7 +101,7 @@ int lua_Quaternion__init(lua_State* state)
             void* returnPtr = (void*)new Quaternion();
             void* returnPtr = (void*)new Quaternion();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "Quaternion");
                 luaL_getmetatable(state, "Quaternion");
@@ -122,12 +122,12 @@ int lua_Quaternion__init(lua_State* state)
                 if ((lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TLIGHTUSERDATA))
                 if ((lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TLIGHTUSERDATA))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(1);
+                    gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(1);
 
 
                     void* returnPtr = (void*)new Quaternion(param1);
                     void* returnPtr = (void*)new Quaternion(param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Quaternion");
                         luaL_getmetatable(state, "Quaternion");
@@ -148,14 +148,14 @@ int lua_Quaternion__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Quaternion(*param1);
                     void* returnPtr = (void*)new Quaternion(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Quaternion");
                         luaL_getmetatable(state, "Quaternion");
@@ -176,14 +176,14 @@ int lua_Quaternion__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Quaternion(*param1);
                     void* returnPtr = (void*)new Quaternion(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Quaternion");
                         luaL_getmetatable(state, "Quaternion");
@@ -211,7 +211,7 @@ int lua_Quaternion__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -221,7 +221,7 @@ int lua_Quaternion__init(lua_State* state)
                     void* returnPtr = (void*)new Quaternion(*param1, param2);
                     void* returnPtr = (void*)new Quaternion(*param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Quaternion");
                         luaL_getmetatable(state, "Quaternion");
@@ -264,7 +264,7 @@ int lua_Quaternion__init(lua_State* state)
                     void* returnPtr = (void*)new Quaternion(param1, param2, param3, param4);
                     void* returnPtr = (void*)new Quaternion(param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Quaternion");
                         luaL_getmetatable(state, "Quaternion");
@@ -327,7 +327,7 @@ int lua_Quaternion_conjugate(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -389,7 +389,7 @@ int lua_Quaternion_inverse(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -502,7 +502,7 @@ int lua_Quaternion_multiply(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -563,7 +563,7 @@ int lua_Quaternion_normalize(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -604,7 +604,7 @@ int lua_Quaternion_set(lua_State* state)
                     (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                     (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<float> param1 = ScriptUtil::getFloatPointer(2);
+                    gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
 
 
                     Quaternion* instance = getInstance(state);
                     Quaternion* instance = getInstance(state);
                     instance->set(param1);
                     instance->set(param1);
@@ -620,7 +620,7 @@ int lua_Quaternion_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -638,7 +638,7 @@ int lua_Quaternion_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -663,7 +663,7 @@ int lua_Quaternion_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -772,7 +772,7 @@ int lua_Quaternion_static_createFromAxisAngle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
@@ -784,7 +784,7 @@ int lua_Quaternion_static_createFromAxisAngle(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Quaternion> param3 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param3 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Quaternion'.");
@@ -825,7 +825,7 @@ int lua_Quaternion_static_createFromRotationMatrix(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(1, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
@@ -834,7 +834,7 @@ int lua_Quaternion_static_createFromRotationMatrix(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -873,7 +873,7 @@ int lua_Quaternion_static_identity(lua_State* state)
             void* returnPtr = (void*)&(Quaternion::identity());
             void* returnPtr = (void*)&(Quaternion::identity());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "Quaternion");
                 luaL_getmetatable(state, "Quaternion");
@@ -914,7 +914,7 @@ int lua_Quaternion_static_lerp(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -923,7 +923,7 @@ int lua_Quaternion_static_lerp(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -935,7 +935,7 @@ int lua_Quaternion_static_lerp(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Quaternion> param4 = ScriptUtil::getObjectPointer<Quaternion>(4, "Quaternion", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param4 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(4, "Quaternion", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Quaternion'.");
@@ -977,7 +977,7 @@ int lua_Quaternion_static_multiply(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -986,7 +986,7 @@ int lua_Quaternion_static_multiply(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -995,7 +995,7 @@ int lua_Quaternion_static_multiply(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Quaternion> param3 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param3 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Quaternion'.");
@@ -1038,7 +1038,7 @@ int lua_Quaternion_static_slerp(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -1047,7 +1047,7 @@ int lua_Quaternion_static_slerp(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -1059,7 +1059,7 @@ int lua_Quaternion_static_slerp(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Quaternion> param4 = ScriptUtil::getObjectPointer<Quaternion>(4, "Quaternion", false, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param4 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(4, "Quaternion", false, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Quaternion'.");
@@ -1104,7 +1104,7 @@ int lua_Quaternion_static_squad(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Quaternion> param1 = ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(1, "Quaternion", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
@@ -1113,7 +1113,7 @@ int lua_Quaternion_static_squad(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Quaternion> param2 = ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
@@ -1122,7 +1122,7 @@ int lua_Quaternion_static_squad(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Quaternion> param3 = ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param3 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Quaternion'.");
@@ -1131,7 +1131,7 @@ int lua_Quaternion_static_squad(lua_State* state)
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
                 bool param4Valid;
                 bool param4Valid;
-                ScriptUtil::LuaArray<Quaternion> param4 = ScriptUtil::getObjectPointer<Quaternion>(4, "Quaternion", true, &param4Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param4 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(4, "Quaternion", true, &param4Valid);
                 if (!param4Valid)
                 if (!param4Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 4 to type 'Quaternion'.");
@@ -1143,7 +1143,7 @@ int lua_Quaternion_static_squad(lua_State* state)
 
 
                 // Get parameter 6 off the stack.
                 // Get parameter 6 off the stack.
                 bool param6Valid;
                 bool param6Valid;
-                ScriptUtil::LuaArray<Quaternion> param6 = ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", false, &param6Valid);
+                gameplay::ScriptUtil::LuaArray<Quaternion> param6 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", false, &param6Valid);
                 if (!param6Valid)
                 if (!param6Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 6 to type 'Quaternion'.");
                     lua_pushstring(state, "Failed to convert parameter 6 to type 'Quaternion'.");
@@ -1182,7 +1182,7 @@ int lua_Quaternion_static_zero(lua_State* state)
             void* returnPtr = (void*)&(Quaternion::zero());
             void* returnPtr = (void*)&(Quaternion::zero());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "Quaternion");
                 luaL_getmetatable(state, "Quaternion");
@@ -1221,7 +1221,7 @@ int lua_Quaternion_toAxisAngle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");

+ 99 - 99
gameplay/src/lua/lua_RadioButton.cpp

@@ -133,14 +133,14 @@ void luaRegister_RadioButton()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("RadioButton", lua_members, NULL, lua_RadioButton__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("RadioButton", lua_members, NULL, lua_RadioButton__gc, lua_statics, scopePath);
 }
 }
 
 
 static RadioButton* getInstance(lua_State* state)
 static RadioButton* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "RadioButton");
     void* userdata = luaL_checkudata(state, 1, "RadioButton");
     luaL_argcheck(state, userdata != NULL, 1, "'RadioButton' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'RadioButton' expected.");
-    return (RadioButton*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (RadioButton*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_RadioButton__gc(lua_State* state)
 int lua_RadioButton__gc(lua_State* state)
@@ -157,7 +157,7 @@ int lua_RadioButton__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "RadioButton");
                 void* userdata = luaL_checkudata(state, 1, "RadioButton");
                 luaL_argcheck(state, userdata != NULL, 1, "'RadioButton' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'RadioButton' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     RadioButton* instance = (RadioButton*)object->instance;
                     RadioButton* instance = (RadioButton*)object->instance;
@@ -197,7 +197,7 @@ int lua_RadioButton_addListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -274,10 +274,10 @@ int lua_RadioButton_addScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->addScriptCallback(param1, param2);
                 instance->addScriptCallback(param1, param2);
@@ -316,16 +316,16 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     RadioButton* instance = getInstance(state);
                     RadioButton* instance = getInstance(state);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -347,11 +347,11 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == 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.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -359,7 +359,7 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -391,7 +391,7 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                     (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -400,10 +400,10 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
                     Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
@@ -412,7 +412,7 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -446,7 +446,7 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                     (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     int param2 = (int)luaL_checkint(state, 3);
                     int param2 = (int)luaL_checkint(state, 3);
@@ -455,16 +455,16 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
                     unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
 
 
                     // Get parameter 4 off the stack.
                     // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
+                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);
 
 
                     // Get parameter 5 off the stack.
                     // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
+                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
 
 
                     // Get parameter 6 off the stack.
                     // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
+                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
 
 
                     // Get parameter 7 off the stack.
                     // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
+                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);
 
 
                     // Get parameter 8 off the stack.
                     // Get parameter 8 off the stack.
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
                     Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
@@ -473,7 +473,7 @@ int lua_RadioButton_createAnimation(lua_State* state)
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = false;
                         object->owns = false;
                         luaL_getmetatable(state, "Animation");
                         luaL_getmetatable(state, "Animation");
@@ -521,16 +521,16 @@ int lua_RadioButton_createAnimationFromBy(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -542,7 +542,7 @@ int lua_RadioButton_createAnimationFromBy(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -589,16 +589,16 @@ int lua_RadioButton_createAnimationFromTo(lua_State* state)
                 lua_type(state, 7) == LUA_TNUMBER)
                 lua_type(state, 7) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 int param2 = (int)luaL_checkint(state, 3);
                 int param2 = (int)luaL_checkint(state, 3);
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
 
 
                 // Get parameter 4 off the stack.
                 // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
 
 
                 // Get parameter 5 off the stack.
                 // Get parameter 5 off the stack.
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
                 Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
@@ -610,7 +610,7 @@ int lua_RadioButton_createAnimationFromTo(lua_State* state)
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -666,7 +666,7 @@ int lua_RadioButton_destroyAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->destroyAnimation(param1);
                 instance->destroyAnimation(param1);
@@ -739,7 +739,7 @@ int lua_RadioButton_getAnimation(lua_State* state)
                 void* returnPtr = (void*)instance->getAnimation();
                 void* returnPtr = (void*)instance->getAnimation();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -763,13 +763,13 @@ int lua_RadioButton_getAnimation(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 void* returnPtr = (void*)instance->getAnimation(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Animation");
                     luaL_getmetatable(state, "Animation");
@@ -855,7 +855,7 @@ int lua_RadioButton_getAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -968,7 +968,7 @@ int lua_RadioButton_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder());
                 void* returnPtr = (void*)&(instance->getBorder());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -998,7 +998,7 @@ int lua_RadioButton_getBorder(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 void* returnPtr = (void*)&(instance->getBorder(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1042,7 +1042,7 @@ int lua_RadioButton_getBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getBounds());
                 void* returnPtr = (void*)&(instance->getBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1086,7 +1086,7 @@ int lua_RadioButton_getClip(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClip());
                 void* returnPtr = (void*)&(instance->getClip());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1130,7 +1130,7 @@ int lua_RadioButton_getClipBounds(lua_State* state)
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 void* returnPtr = (void*)&(instance->getClipBounds());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1213,7 +1213,7 @@ int lua_RadioButton_getCursorColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 void* returnPtr = (void*)&(instance->getCursorColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1261,7 +1261,7 @@ int lua_RadioButton_getCursorRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 void* returnPtr = (void*)&(instance->getCursorRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1309,7 +1309,7 @@ int lua_RadioButton_getCursorUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 void* returnPtr = (void*)&(instance->getCursorUVs(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1388,7 +1388,7 @@ int lua_RadioButton_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont();
                 void* returnPtr = (void*)instance->getFont();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1418,7 +1418,7 @@ int lua_RadioButton_getFont(lua_State* state)
                 void* returnPtr = (void*)instance->getFont(param1);
                 void* returnPtr = (void*)instance->getFont(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Font");
                     luaL_getmetatable(state, "Font");
@@ -1622,7 +1622,7 @@ int lua_RadioButton_getImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1631,7 +1631,7 @@ int lua_RadioButton_getImageColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -1674,7 +1674,7 @@ int lua_RadioButton_getImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1683,7 +1683,7 @@ int lua_RadioButton_getImageRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -1727,7 +1727,7 @@ int lua_RadioButton_getImageSize(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageSize());
                 void* returnPtr = (void*)&(instance->getImageSize());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector2");
                     luaL_getmetatable(state, "Vector2");
@@ -1770,7 +1770,7 @@ int lua_RadioButton_getImageUVs(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
                 Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
@@ -1779,7 +1779,7 @@ int lua_RadioButton_getImageUVs(lua_State* state)
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeUVs");
                     luaL_getmetatable(state, "ThemeUVs");
@@ -1823,7 +1823,7 @@ int lua_RadioButton_getMargin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getMargin());
                 void* returnPtr = (void*)&(instance->getMargin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -1923,7 +1923,7 @@ int lua_RadioButton_getPadding(lua_State* state)
                 void* returnPtr = (void*)&(instance->getPadding());
                 void* returnPtr = (void*)&(instance->getPadding());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeSideRegions");
                     luaL_getmetatable(state, "ThemeSideRegions");
@@ -2002,7 +2002,7 @@ int lua_RadioButton_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 void* returnPtr = (void*)&(instance->getSkinColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2032,7 +2032,7 @@ int lua_RadioButton_getSkinColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 void* returnPtr = (void*)&(instance->getSkinColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2076,7 +2076,7 @@ int lua_RadioButton_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 void* returnPtr = (void*)&(instance->getSkinRegion());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2106,7 +2106,7 @@ int lua_RadioButton_getSkinRegion(lua_State* state)
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 void* returnPtr = (void*)&(instance->getSkinRegion(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Rectangle");
                     luaL_getmetatable(state, "Rectangle");
@@ -2185,7 +2185,7 @@ int lua_RadioButton_getStyle(lua_State* state)
                 void* returnPtr = (void*)instance->getStyle();
                 void* returnPtr = (void*)instance->getStyle();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "ThemeStyle");
                     luaL_getmetatable(state, "ThemeStyle");
@@ -2320,7 +2320,7 @@ int lua_RadioButton_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor());
                 void* returnPtr = (void*)&(instance->getTextColor());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2350,7 +2350,7 @@ int lua_RadioButton_getTextColor(lua_State* state)
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 void* returnPtr = (void*)&(instance->getTextColor(param1));
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector4");
                     luaL_getmetatable(state, "Vector4");
@@ -2796,7 +2796,7 @@ int lua_RadioButton_removeListener(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Control::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
@@ -2838,10 +2838,10 @@ int lua_RadioButton_removeScriptCallback(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
+                std::string param1 = gameplay::ScriptUtil::getString(2, true);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
+                std::string param2 = gameplay::ScriptUtil::getString(3, true);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->removeScriptCallback(param1, param2);
                 instance->removeScriptCallback(param1, param2);
@@ -2918,7 +2918,7 @@ int lua_RadioButton_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2947,7 +2947,7 @@ int lua_RadioButton_setAnimationPropertyValue(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
@@ -2991,7 +2991,7 @@ int lua_RadioButton_setAutoHeight(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setAutoHeight(param1);
                 instance->setAutoHeight(param1);
@@ -3027,7 +3027,7 @@ int lua_RadioButton_setAutoWidth(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setAutoWidth(param1);
                 instance->setAutoWidth(param1);
@@ -3146,7 +3146,7 @@ int lua_RadioButton_setBounds(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3187,7 +3187,7 @@ int lua_RadioButton_setConsumeInputEvents(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setConsumeInputEvents(param1);
                 instance->setConsumeInputEvents(param1);
@@ -3225,7 +3225,7 @@ int lua_RadioButton_setCursorColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -3271,7 +3271,7 @@ int lua_RadioButton_setCursorRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -3315,7 +3315,7 @@ int lua_RadioButton_setEnabled(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setEnabled(param1);
                 instance->setEnabled(param1);
@@ -3388,7 +3388,7 @@ int lua_RadioButton_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3413,7 +3413,7 @@ int lua_RadioButton_setFont(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Font> param1 = gameplay::ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
@@ -3515,7 +3515,7 @@ int lua_RadioButton_setGroupId(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setGroupId(param1);
                 instance->setGroupId(param1);
@@ -3588,11 +3588,11 @@ int lua_RadioButton_setImageColor(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3617,11 +3617,11 @@ int lua_RadioButton_setImageColor(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
@@ -3666,11 +3666,11 @@ int lua_RadioButton_setImageRegion(lua_State* state)
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3695,11 +3695,11 @@ int lua_RadioButton_setImageRegion(lua_State* state)
                 lua_type(state, 4) == LUA_TNUMBER)
                 lua_type(state, 4) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -3977,7 +3977,7 @@ int lua_RadioButton_setSelected(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setSelected(param1);
                 instance->setSelected(param1);
@@ -4054,7 +4054,7 @@ int lua_RadioButton_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4079,7 +4079,7 @@ int lua_RadioButton_setSkinColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4124,7 +4124,7 @@ int lua_RadioButton_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4149,7 +4149,7 @@ int lua_RadioButton_setSkinRegion(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -4230,7 +4230,7 @@ int lua_RadioButton_setStyle(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param1 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
@@ -4271,7 +4271,7 @@ int lua_RadioButton_setText(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setText(param1);
                 instance->setText(param1);
@@ -4366,7 +4366,7 @@ int lua_RadioButton_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4391,7 +4391,7 @@ int lua_RadioButton_setTextColor(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Vector4> param1 = gameplay::ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
@@ -4435,7 +4435,7 @@ int lua_RadioButton_setTextRightToLeft(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setTextRightToLeft(param1);
                 instance->setTextRightToLeft(param1);
@@ -4454,7 +4454,7 @@ int lua_RadioButton_setTextRightToLeft(lua_State* state)
                 lua_type(state, 3) == LUA_TNUMBER)
                 lua_type(state, 3) == LUA_TNUMBER)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
                 unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
@@ -4493,7 +4493,7 @@ int lua_RadioButton_setVisible(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RadioButton* instance = getInstance(state);
                 RadioButton* instance = getInstance(state);
                 instance->setVisible(param1);
                 instance->setVisible(param1);
@@ -4720,11 +4720,11 @@ int lua_RadioButton_static_create(lua_State* state)
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(1, false);
+                const char* param1 = gameplay::ScriptUtil::getString(1, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Theme::Style> param2 = gameplay::ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
@@ -4734,7 +4734,7 @@ int lua_RadioButton_static_create(lua_State* state)
                 void* returnPtr = (void*)RadioButton::create(param1, param2);
                 void* returnPtr = (void*)RadioButton::create(param1, param2);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = true;
                     object->owns = true;
                     luaL_getmetatable(state, "RadioButton");
                     luaL_getmetatable(state, "RadioButton");

+ 22 - 22
gameplay/src/lua/lua_Ray.cpp

@@ -31,14 +31,14 @@ void luaRegister_Ray()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Ray", lua_members, lua_Ray__init, lua_Ray__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Ray", lua_members, lua_Ray__init, lua_Ray__gc, lua_statics, scopePath);
 }
 }
 
 
 static Ray* getInstance(lua_State* state)
 static Ray* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Ray");
     void* userdata = luaL_checkudata(state, 1, "Ray");
     luaL_argcheck(state, userdata != NULL, 1, "'Ray' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Ray' expected.");
-    return (Ray*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Ray*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Ray__gc(lua_State* state)
 int lua_Ray__gc(lua_State* state)
@@ -55,7 +55,7 @@ int lua_Ray__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Ray");
                 void* userdata = luaL_checkudata(state, 1, "Ray");
                 luaL_argcheck(state, userdata != NULL, 1, "'Ray' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Ray' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Ray* instance = (Ray*)object->instance;
                     Ray* instance = (Ray*)object->instance;
@@ -92,7 +92,7 @@ int lua_Ray__init(lua_State* state)
             void* returnPtr = (void*)new Ray();
             void* returnPtr = (void*)new Ray();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "Ray");
                 luaL_getmetatable(state, "Ray");
@@ -114,14 +114,14 @@ int lua_Ray__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(1, "Ray", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(1, "Ray", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Ray(*param1);
                     void* returnPtr = (void*)new Ray(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Ray");
                         luaL_getmetatable(state, "Ray");
@@ -149,20 +149,20 @@ int lua_Ray__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Ray(*param1, *param2);
                     void* returnPtr = (void*)new Ray(*param1, *param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Ray");
                         luaL_getmetatable(state, "Ray");
@@ -213,7 +213,7 @@ int lua_Ray__init(lua_State* state)
                     void* returnPtr = (void*)new Ray(param1, param2, param3, param4, param5, param6);
                     void* returnPtr = (void*)new Ray(param1, param2, param3, param4, param5, param6);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Ray");
                         luaL_getmetatable(state, "Ray");
@@ -258,7 +258,7 @@ int lua_Ray_getDirection(lua_State* state)
                 void* returnPtr = (void*)&(instance->getDirection());
                 void* returnPtr = (void*)&(instance->getDirection());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -302,7 +302,7 @@ int lua_Ray_getOrigin(lua_State* state)
                 void* returnPtr = (void*)&(instance->getOrigin());
                 void* returnPtr = (void*)&(instance->getOrigin());
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "Vector3");
                     luaL_getmetatable(state, "Vector3");
@@ -347,7 +347,7 @@ int lua_Ray_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingSphere> param1 = ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -368,7 +368,7 @@ int lua_Ray_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<BoundingBox> param1 = ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -389,7 +389,7 @@ int lua_Ray_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Frustum> param1 = ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Frustum> param1 = gameplay::ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -410,7 +410,7 @@ int lua_Ray_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Plane> param1 = ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -455,7 +455,7 @@ int lua_Ray_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Ray> param1 = ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -480,13 +480,13 @@ int lua_Ray_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     bool param2Valid;
                     bool param2Valid;
-                    ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
                     if (!param2Valid)
                     if (!param2Valid)
                         break;
                         break;
 
 
@@ -528,7 +528,7 @@ int lua_Ray_setDirection(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -599,7 +599,7 @@ int lua_Ray_setOrigin(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -685,7 +685,7 @@ int lua_Ray_transform(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");

+ 15 - 15
gameplay/src/lua/lua_Rectangle.cpp

@@ -35,14 +35,14 @@ void luaRegister_Rectangle()
     };
     };
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Rectangle", lua_members, lua_Rectangle__init, lua_Rectangle__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Rectangle", lua_members, lua_Rectangle__init, lua_Rectangle__gc, lua_statics, scopePath);
 }
 }
 
 
 static Rectangle* getInstance(lua_State* state)
 static Rectangle* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Rectangle");
     void* userdata = luaL_checkudata(state, 1, "Rectangle");
     luaL_argcheck(state, userdata != NULL, 1, "'Rectangle' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Rectangle' expected.");
-    return (Rectangle*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Rectangle*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Rectangle__gc(lua_State* state)
 int lua_Rectangle__gc(lua_State* state)
@@ -59,7 +59,7 @@ int lua_Rectangle__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "Rectangle");
                 void* userdata = luaL_checkudata(state, 1, "Rectangle");
                 luaL_argcheck(state, userdata != NULL, 1, "'Rectangle' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'Rectangle' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     Rectangle* instance = (Rectangle*)object->instance;
                     Rectangle* instance = (Rectangle*)object->instance;
@@ -96,7 +96,7 @@ int lua_Rectangle__init(lua_State* state)
             void* returnPtr = (void*)new Rectangle();
             void* returnPtr = (void*)new Rectangle();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "Rectangle");
                 luaL_getmetatable(state, "Rectangle");
@@ -118,14 +118,14 @@ int lua_Rectangle__init(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(1, "Rectangle", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(1, "Rectangle", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
                     void* returnPtr = (void*)new Rectangle(*param1);
                     void* returnPtr = (void*)new Rectangle(*param1);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Rectangle");
                         luaL_getmetatable(state, "Rectangle");
@@ -160,7 +160,7 @@ int lua_Rectangle__init(lua_State* state)
                     void* returnPtr = (void*)new Rectangle(param1, param2);
                     void* returnPtr = (void*)new Rectangle(param1, param2);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Rectangle");
                         luaL_getmetatable(state, "Rectangle");
@@ -203,7 +203,7 @@ int lua_Rectangle__init(lua_State* state)
                     void* returnPtr = (void*)new Rectangle(param1, param2, param3, param4);
                     void* returnPtr = (void*)new Rectangle(param1, param2, param3, param4);
                     if (returnPtr)
                     if (returnPtr)
                     {
                     {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                         object->instance = returnPtr;
                         object->instance = returnPtr;
                         object->owns = true;
                         object->owns = true;
                         luaL_getmetatable(state, "Rectangle");
                         luaL_getmetatable(state, "Rectangle");
@@ -284,7 +284,7 @@ int lua_Rectangle_contains(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -462,7 +462,7 @@ int lua_Rectangle_intersects(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -648,7 +648,7 @@ int lua_Rectangle_set(lua_State* state)
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
                     bool param1Valid;
                     bool param1Valid;
-                    ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
+                    gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
                     if (!param1Valid)
                     if (!param1Valid)
                         break;
                         break;
 
 
@@ -762,7 +762,7 @@ int lua_Rectangle_static_combine(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(1, "Rectangle", true, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(1, "Rectangle", true, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
@@ -771,7 +771,7 @@ int lua_Rectangle_static_combine(lua_State* state)
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
                 bool param2Valid;
                 bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param2Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param2Valid);
                 if (!param2Valid)
                 if (!param2Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
@@ -780,7 +780,7 @@ int lua_Rectangle_static_combine(lua_State* state)
 
 
                 // Get parameter 3 off the stack.
                 // Get parameter 3 off the stack.
                 bool param3Valid;
                 bool param3Valid;
-                ScriptUtil::LuaArray<Rectangle> param3 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", false, &param3Valid);
+                gameplay::ScriptUtil::LuaArray<Rectangle> param3 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", false, &param3Valid);
                 if (!param3Valid)
                 if (!param3Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Rectangle'.");
                     lua_pushstring(state, "Failed to convert parameter 3 to type 'Rectangle'.");
@@ -819,7 +819,7 @@ int lua_Rectangle_static_empty(lua_State* state)
             void* returnPtr = (void*)&(Rectangle::empty());
             void* returnPtr = (void*)&(Rectangle::empty());
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = false;
                 object->owns = false;
                 luaL_getmetatable(state, "Rectangle");
                 luaL_getmetatable(state, "Rectangle");

+ 2 - 2
gameplay/src/lua/lua_Ref.cpp

@@ -20,14 +20,14 @@ void luaRegister_Ref()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("Ref", lua_members, NULL, NULL, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("Ref", lua_members, NULL, NULL, lua_statics, scopePath);
 }
 }
 
 
 static Ref* getInstance(lua_State* state)
 static Ref* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "Ref");
     void* userdata = luaL_checkudata(state, 1, "Ref");
     luaL_argcheck(state, userdata != NULL, 1, "'Ref' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'Ref' expected.");
-    return (Ref*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (Ref*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_Ref_addRef(lua_State* state)
 int lua_Ref_addRef(lua_State* state)

+ 10 - 10
gameplay/src/lua/lua_RenderState.cpp

@@ -32,14 +32,14 @@ void luaRegister_RenderState()
     const luaL_Reg* lua_statics = NULL;
     const luaL_Reg* lua_statics = NULL;
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
 
 
-    ScriptUtil::registerClass("RenderState", lua_members, NULL, lua_RenderState__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("RenderState", lua_members, NULL, lua_RenderState__gc, lua_statics, scopePath);
 }
 }
 
 
 static RenderState* getInstance(lua_State* state)
 static RenderState* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "RenderState");
     void* userdata = luaL_checkudata(state, 1, "RenderState");
     luaL_argcheck(state, userdata != NULL, 1, "'RenderState' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'RenderState' expected.");
-    return (RenderState*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (RenderState*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_RenderState__gc(lua_State* state)
 int lua_RenderState__gc(lua_State* state)
@@ -56,7 +56,7 @@ int lua_RenderState__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "RenderState");
                 void* userdata = luaL_checkudata(state, 1, "RenderState");
                 luaL_argcheck(state, userdata != NULL, 1, "'RenderState' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'RenderState' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     RenderState* instance = (RenderState*)object->instance;
                     RenderState* instance = (RenderState*)object->instance;
@@ -126,13 +126,13 @@ int lua_RenderState_getParameter(lua_State* state)
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
                 (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 RenderState* instance = getInstance(state);
                 RenderState* instance = getInstance(state);
                 void* returnPtr = (void*)instance->getParameter(param1);
                 void* returnPtr = (void*)instance->getParameter(param1);
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "MaterialParameter");
                     luaL_getmetatable(state, "MaterialParameter");
@@ -211,7 +211,7 @@ int lua_RenderState_getStateBlock(lua_State* state)
                 void* returnPtr = (void*)instance->getStateBlock();
                 void* returnPtr = (void*)instance->getStateBlock();
                 if (returnPtr)
                 if (returnPtr)
                 {
                 {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                     object->instance = returnPtr;
                     object->instance = returnPtr;
                     object->owns = false;
                     object->owns = false;
                     luaL_getmetatable(state, "RenderStateStateBlock");
                     luaL_getmetatable(state, "RenderStateStateBlock");
@@ -288,7 +288,7 @@ int lua_RenderState_setParameterAutoBinding(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
                     RenderState::AutoBinding param2 = (RenderState::AutoBinding)lua_enumFromString_RenderStateAutoBinding(luaL_checkstring(state, 3));
                     RenderState::AutoBinding param2 = (RenderState::AutoBinding)lua_enumFromString_RenderStateAutoBinding(luaL_checkstring(state, 3));
@@ -307,10 +307,10 @@ int lua_RenderState_setParameterAutoBinding(lua_State* state)
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                     (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 {
                 {
                     // Get parameter 1 off the stack.
                     // Get parameter 1 off the stack.
-                    const char* param1 = ScriptUtil::getString(2, false);
+                    const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                     // Get parameter 2 off the stack.
                     // Get parameter 2 off the stack.
-                    const char* param2 = ScriptUtil::getString(3, false);
+                    const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                     RenderState* instance = getInstance(state);
                     RenderState* instance = getInstance(state);
                     instance->setParameterAutoBinding(param1, param2);
                     instance->setParameterAutoBinding(param1, param2);
@@ -348,7 +348,7 @@ int lua_RenderState_setStateBlock(lua_State* state)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
                 bool param1Valid;
                 bool param1Valid;
-                ScriptUtil::LuaArray<RenderState::StateBlock> param1 = ScriptUtil::getObjectPointer<RenderState::StateBlock>(2, "RenderStateStateBlock", false, &param1Valid);
+                gameplay::ScriptUtil::LuaArray<RenderState::StateBlock> param1 = gameplay::ScriptUtil::getObjectPointer<RenderState::StateBlock>(2, "RenderStateStateBlock", false, &param1Valid);
                 if (!param1Valid)
                 if (!param1Valid)
                 {
                 {
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderState::StateBlock'.");
                     lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderState::StateBlock'.");

+ 10 - 10
gameplay/src/lua/lua_RenderStateStateBlock.cpp

@@ -42,14 +42,14 @@ void luaRegister_RenderStateStateBlock()
     std::vector<std::string> scopePath;
     std::vector<std::string> scopePath;
     scopePath.push_back("RenderState");
     scopePath.push_back("RenderState");
 
 
-    ScriptUtil::registerClass("RenderStateStateBlock", lua_members, NULL, lua_RenderStateStateBlock__gc, lua_statics, scopePath);
+    gameplay::ScriptUtil::registerClass("RenderStateStateBlock", lua_members, NULL, lua_RenderStateStateBlock__gc, lua_statics, scopePath);
 }
 }
 
 
 static RenderState::StateBlock* getInstance(lua_State* state)
 static RenderState::StateBlock* getInstance(lua_State* state)
 {
 {
     void* userdata = luaL_checkudata(state, 1, "RenderStateStateBlock");
     void* userdata = luaL_checkudata(state, 1, "RenderStateStateBlock");
     luaL_argcheck(state, userdata != NULL, 1, "'RenderStateStateBlock' expected.");
     luaL_argcheck(state, userdata != NULL, 1, "'RenderStateStateBlock' expected.");
-    return (RenderState::StateBlock*)((ScriptUtil::LuaObject*)userdata)->instance;
+    return (RenderState::StateBlock*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
 }
 }
 
 
 int lua_RenderStateStateBlock__gc(lua_State* state)
 int lua_RenderStateStateBlock__gc(lua_State* state)
@@ -66,7 +66,7 @@ int lua_RenderStateStateBlock__gc(lua_State* state)
             {
             {
                 void* userdata = luaL_checkudata(state, 1, "RenderStateStateBlock");
                 void* userdata = luaL_checkudata(state, 1, "RenderStateStateBlock");
                 luaL_argcheck(state, userdata != NULL, 1, "'RenderStateStateBlock' expected.");
                 luaL_argcheck(state, userdata != NULL, 1, "'RenderStateStateBlock' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                 if (object->owns)
                 if (object->owns)
                 {
                 {
                     RenderState::StateBlock* instance = (RenderState::StateBlock*)object->instance;
                     RenderState::StateBlock* instance = (RenderState::StateBlock*)object->instance;
@@ -235,7 +235,7 @@ int lua_RenderStateStateBlock_setBlend(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RenderState::StateBlock* instance = getInstance(state);
                 RenderState::StateBlock* instance = getInstance(state);
                 instance->setBlend(param1);
                 instance->setBlend(param1);
@@ -343,7 +343,7 @@ int lua_RenderStateStateBlock_setCullFace(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RenderState::StateBlock* instance = getInstance(state);
                 RenderState::StateBlock* instance = getInstance(state);
                 instance->setCullFace(param1);
                 instance->setCullFace(param1);
@@ -415,7 +415,7 @@ int lua_RenderStateStateBlock_setDepthTest(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RenderState::StateBlock* instance = getInstance(state);
                 RenderState::StateBlock* instance = getInstance(state);
                 instance->setDepthTest(param1);
                 instance->setDepthTest(param1);
@@ -451,7 +451,7 @@ int lua_RenderStateStateBlock_setDepthWrite(lua_State* state)
                 lua_type(state, 2) == LUA_TBOOLEAN)
                 lua_type(state, 2) == LUA_TBOOLEAN)
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
 
 
                 RenderState::StateBlock* instance = getInstance(state);
                 RenderState::StateBlock* instance = getInstance(state);
                 instance->setDepthWrite(param1);
                 instance->setDepthWrite(param1);
@@ -488,10 +488,10 @@ int lua_RenderStateStateBlock_setState(lua_State* state)
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                 (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
             {
             {
                 // Get parameter 1 off the stack.
                 // Get parameter 1 off the stack.
-                const char* param1 = ScriptUtil::getString(2, false);
+                const char* param1 = gameplay::ScriptUtil::getString(2, false);
 
 
                 // Get parameter 2 off the stack.
                 // Get parameter 2 off the stack.
-                const char* param2 = ScriptUtil::getString(3, false);
+                const char* param2 = gameplay::ScriptUtil::getString(3, false);
 
 
                 RenderState::StateBlock* instance = getInstance(state);
                 RenderState::StateBlock* instance = getInstance(state);
                 instance->setState(param1, param2);
                 instance->setState(param1, param2);
@@ -526,7 +526,7 @@ int lua_RenderStateStateBlock_static_create(lua_State* state)
             void* returnPtr = (void*)RenderState::StateBlock::create();
             void* returnPtr = (void*)RenderState::StateBlock::create();
             if (returnPtr)
             if (returnPtr)
             {
             {
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                 object->instance = returnPtr;
                 object->instance = returnPtr;
                 object->owns = true;
                 object->owns = true;
                 luaL_getmetatable(state, "RenderStateStateBlock");
                 luaL_getmetatable(state, "RenderStateStateBlock");

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