Browse Source

Fixes for new Drawable changes

seanpaultaylor 11 years ago
parent
commit
be54374fbd
100 changed files with 1228 additions and 1219 deletions
  1. 536 510
      gameplay/gameplay.xcodeproj/project.pbxproj
  2. 10 0
      gameplay/src/Text.cpp
  3. 0 4
      gameplay/src/lua/lua_AIAgent.cpp
  4. 0 4
      gameplay/src/lua/lua_AIAgentListener.cpp
  5. 0 2
      gameplay/src/lua/lua_AIController.cpp
  6. 0 1
      gameplay/src/lua/lua_AIMessage.cpp
  7. 0 6
      gameplay/src/lua/lua_AIState.cpp
  8. 0 6
      gameplay/src/lua/lua_AIStateListener.cpp
  9. 0 4
      gameplay/src/lua/lua_AIStateMachine.cpp
  10. 0 6
      gameplay/src/lua/lua_AbsoluteLayout.cpp
  11. 0 8
      gameplay/src/lua/lua_Animation.cpp
  12. 0 8
      gameplay/src/lua/lua_AnimationClip.cpp
  13. 0 8
      gameplay/src/lua/lua_AnimationClipListener.cpp
  14. 0 3
      gameplay/src/lua/lua_AnimationController.cpp
  15. 0 4
      gameplay/src/lua/lua_AnimationTarget.cpp
  16. 0 1
      gameplay/src/lua/lua_AnimationValue.cpp
  17. 0 4
      gameplay/src/lua/lua_AudioBuffer.cpp
  18. 0 4
      gameplay/src/lua/lua_AudioController.cpp
  19. 0 5
      gameplay/src/lua/lua_AudioListener.cpp
  20. 0 11
      gameplay/src/lua/lua_AudioSource.cpp
  21. 0 3
      gameplay/src/lua/lua_BoundingBox.cpp
  22. 0 2
      gameplay/src/lua/lua_BoundingSphere.cpp
  23. 0 7
      gameplay/src/lua/lua_Bundle.cpp
  24. 0 13
      gameplay/src/lua/lua_Button.cpp
  25. 0 10
      gameplay/src/lua/lua_Camera.cpp
  26. 0 10
      gameplay/src/lua/lua_CameraListener.cpp
  27. 0 14
      gameplay/src/lua/lua_CheckBox.cpp
  28. 0 24
      gameplay/src/lua/lua_Container.cpp
  29. 0 10
      gameplay/src/lua/lua_Control.cpp
  30. 0 10
      gameplay/src/lua/lua_ControlListener.cpp
  31. 129 4
      gameplay/src/lua/lua_Curve.cpp
  32. 3 0
      gameplay/src/lua/lua_Curve.h
  33. 0 3
      gameplay/src/lua/lua_DepthStencilTarget.cpp
  34. 169 0
      gameplay/src/lua/lua_Drawable.cpp
  35. 17 0
      gameplay/src/lua/lua_Drawable.h
  36. 0 4
      gameplay/src/lua/lua_Effect.cpp
  37. 0 4
      gameplay/src/lua/lua_FileSystem.cpp
  38. 0 6
      gameplay/src/lua/lua_FlowLayout.cpp
  39. 2 7
      gameplay/src/lua/lua_Font.cpp
  40. 67 26
      gameplay/src/lua/lua_Form.cpp
  41. 1 0
      gameplay/src/lua/lua_Form.h
  42. 0 3
      gameplay/src/lua/lua_FrameBuffer.cpp
  43. 0 3
      gameplay/src/lua/lua_Frustum.cpp
  44. 0 8
      gameplay/src/lua/lua_Game.cpp
  45. 0 6
      gameplay/src/lua/lua_Gamepad.cpp
  46. 54 1
      gameplay/src/lua/lua_Global.cpp
  47. 0 5
      gameplay/src/lua/lua_HeightField.cpp
  48. 0 4
      gameplay/src/lua/lua_Image.cpp
  49. 0 11
      gameplay/src/lua/lua_ImageControl.cpp
  50. 88 18
      gameplay/src/lua/lua_Joint.cpp
  51. 2 1
      gameplay/src/lua/lua_Joint.h
  52. 0 11
      gameplay/src/lua/lua_JoystickControl.cpp
  53. 0 11
      gameplay/src/lua/lua_Label.cpp
  54. 0 5
      gameplay/src/lua/lua_Layout.cpp
  55. 0 4
      gameplay/src/lua/lua_Light.cpp
  56. 0 3
      gameplay/src/lua/lua_Logger.cpp
  57. 0 11
      gameplay/src/lua/lua_Material.cpp
  58. 0 6
      gameplay/src/lua/lua_MaterialParameter.cpp
  59. 0 1
      gameplay/src/lua/lua_MathUtil.cpp
  60. 0 4
      gameplay/src/lua/lua_Matrix.cpp
  61. 0 7
      gameplay/src/lua/lua_Mesh.cpp
  62. 0 2
      gameplay/src/lua/lua_MeshBatch.cpp
  63. 0 1
      gameplay/src/lua/lua_MeshPart.cpp
  64. 0 9
      gameplay/src/lua/lua_MeshSkin.cpp
  65. 0 8
      gameplay/src/lua/lua_Model.cpp
  66. 89 18
      gameplay/src/lua/lua_Node.cpp
  67. 2 0
      gameplay/src/lua/lua_Node.h
  68. 0 17
      gameplay/src/lua/lua_NodeCloneContext.cpp
  69. 22 8
      gameplay/src/lua/lua_ParticleEmitter.cpp
  70. 0 8
      gameplay/src/lua/lua_Pass.cpp
  71. 0 15
      gameplay/src/lua/lua_PhysicsCharacter.cpp
  72. 0 10
      gameplay/src/lua/lua_PhysicsCollisionObject.cpp
  73. 0 10
      gameplay/src/lua/lua_PhysicsCollisionObjectCollisionListener.cpp
  74. 0 10
      gameplay/src/lua/lua_PhysicsCollisionObjectCollisionPair.cpp
  75. 0 8
      gameplay/src/lua/lua_PhysicsCollisionShape.cpp
  76. 0 8
      gameplay/src/lua/lua_PhysicsCollisionShapeDefinition.cpp
  77. 0 4
      gameplay/src/lua/lua_PhysicsConstraint.cpp
  78. 0 9
      gameplay/src/lua/lua_PhysicsController.cpp
  79. 0 9
      gameplay/src/lua/lua_PhysicsControllerHitFilter.cpp
  80. 0 9
      gameplay/src/lua/lua_PhysicsControllerHitResult.cpp
  81. 0 9
      gameplay/src/lua/lua_PhysicsControllerListener.cpp
  82. 0 6
      gameplay/src/lua/lua_PhysicsFixedConstraint.cpp
  83. 0 5
      gameplay/src/lua/lua_PhysicsGenericConstraint.cpp
  84. 0 14
      gameplay/src/lua/lua_PhysicsGhostObject.cpp
  85. 0 5
      gameplay/src/lua/lua_PhysicsHingeConstraint.cpp
  86. 0 17
      gameplay/src/lua/lua_PhysicsRigidBody.cpp
  87. 0 17
      gameplay/src/lua/lua_PhysicsRigidBodyParameters.cpp
  88. 0 5
      gameplay/src/lua/lua_PhysicsSocketConstraint.cpp
  89. 0 6
      gameplay/src/lua/lua_PhysicsSpringConstraint.cpp
  90. 36 47
      gameplay/src/lua/lua_PhysicsVehicle.cpp
  91. 1 1
      gameplay/src/lua/lua_PhysicsVehicle.h
  92. 0 10
      gameplay/src/lua/lua_PhysicsVehicleWheel.cpp
  93. 0 5
      gameplay/src/lua/lua_Plane.cpp
  94. 0 4
      gameplay/src/lua/lua_Platform.cpp
  95. 0 3
      gameplay/src/lua/lua_Properties.cpp
  96. 0 1
      gameplay/src/lua/lua_Quaternion.cpp
  97. 0 14
      gameplay/src/lua/lua_RadioButton.cpp
  98. 0 5
      gameplay/src/lua/lua_Ray.cpp
  99. 0 1
      gameplay/src/lua/lua_Rectangle.cpp
  100. 0 2
      gameplay/src/lua/lua_Ref.cpp

File diff suppressed because it is too large
+ 536 - 510
gameplay/gameplay.xcodeproj/project.pbxproj


+ 10 - 0
gameplay/src/Text.cpp

@@ -67,6 +67,16 @@ Text* Text::create(Properties* properties)
     return NULL;
 }
     
+void Text::setText(const char* str)
+{
+    _text = str;
+}
+
+const char* Text::getText() const
+{
+    return _text.c_str();
+}
+
 unsigned int Text::getSize() const
 {
     return _size;

+ 0 - 4
gameplay/src/lua/lua_AIAgent.cpp

@@ -3,10 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AIAgent.h"
 #include "AIAgent.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_AIAgentListener.cpp

@@ -3,10 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AIAgentListener.h"
 #include "AIAgent.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 2
gameplay/src/lua/lua_AIController.cpp

@@ -3,8 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AIController.h"
 #include "AIController.h"
-#include "Base.h"
-#include "Game.h"
 
 namespace gameplay
 {

+ 0 - 1
gameplay/src/lua/lua_AIMessage.cpp

@@ -3,7 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AIMessage.h"
 #include "AIMessage.h"
-#include "Base.h"
 
 namespace gameplay
 {

+ 0 - 6
gameplay/src/lua/lua_AIState.cpp

@@ -2,13 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_AIState.h"
-#include "AIAgent.h"
 #include "AIState.h"
-#include "AIStateMachine.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 6
gameplay/src/lua/lua_AIStateListener.cpp

@@ -2,13 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_AIStateListener.h"
-#include "AIAgent.h"
 #include "AIState.h"
-#include "AIStateMachine.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_AIStateMachine.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_AIStateMachine.h"
-#include "AIAgent.h"
-#include "AIMessage.h"
 #include "AIStateMachine.h"
-#include "Base.h"
-#include "Game.h"
 
 namespace gameplay
 {

+ 0 - 6
gameplay/src/lua/lua_AbsoluteLayout.cpp

@@ -3,12 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AbsoluteLayout.h"
 #include "AbsoluteLayout.h"
-#include "Base.h"
-#include "Container.h"
-#include "Control.h"
-#include "Game.h"
-#include "Layout.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 8
gameplay/src/lua/lua_Animation.cpp

@@ -3,14 +3,6 @@
 #include "ScriptController.h"
 #include "lua_Animation.h"
 #include "Animation.h"
-#include "AnimationClip.h"
-#include "AnimationController.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Properties.h"
-#include "Ref.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 8
gameplay/src/lua/lua_AnimationClip.cpp

@@ -2,15 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_AnimationClip.h"
-#include "Animation.h"
 #include "AnimationClip.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Quaternion.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
 
 namespace gameplay
 {

+ 0 - 8
gameplay/src/lua/lua_AnimationClipListener.cpp

@@ -2,15 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_AnimationClipListener.h"
-#include "Animation.h"
 #include "AnimationClip.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Quaternion.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
 
 namespace gameplay
 {

+ 0 - 3
gameplay/src/lua/lua_AnimationController.cpp

@@ -3,9 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AnimationController.h"
 #include "AnimationController.h"
-#include "Base.h"
-#include "Curve.h"
-#include "Game.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_AnimationTarget.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_AnimationTarget.h"
-#include "Animation.h"
 #include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
 
 namespace gameplay
 {

+ 0 - 1
gameplay/src/lua/lua_AnimationValue.cpp

@@ -3,7 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AnimationValue.h"
 #include "AnimationValue.h"
-#include "Base.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_AudioBuffer.cpp

@@ -3,10 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AudioBuffer.h"
 #include "AudioBuffer.h"
-#include "Base.h"
-#include "FileSystem.h"
-#include "Game.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_AudioController.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_AudioController.h"
-#include "AudioBuffer.h"
 #include "AudioController.h"
-#include "AudioListener.h"
-#include "AudioSource.h"
-#include "Base.h"
 
 namespace gameplay
 {

+ 0 - 5
gameplay/src/lua/lua_AudioListener.cpp

@@ -3,11 +3,6 @@
 #include "ScriptController.h"
 #include "lua_AudioListener.h"
 #include "AudioListener.h"
-#include "Base.h"
-#include "Camera.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsController.h"
 
 namespace gameplay
 {

+ 0 - 11
gameplay/src/lua/lua_AudioSource.cpp

@@ -2,18 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_AudioSource.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "AudioBuffer.h"
-#include "AudioController.h"
 #include "AudioSource.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 3
gameplay/src/lua/lua_BoundingBox.cpp

@@ -2,10 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_BoundingBox.h"
-#include "Base.h"
 #include "BoundingBox.h"
-#include "BoundingSphere.h"
-#include "Plane.h"
 
 namespace gameplay
 {

+ 0 - 2
gameplay/src/lua/lua_BoundingSphere.cpp

@@ -2,8 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_BoundingSphere.h"
-#include "Base.h"
-#include "BoundingBox.h"
 #include "BoundingSphere.h"
 
 namespace gameplay

+ 0 - 7
gameplay/src/lua/lua_Bundle.cpp

@@ -2,14 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Bundle.h"
-#include "Base.h"
 #include "Bundle.h"
-#include "FileSystem.h"
-#include "Game.h"
-#include "Joint.h"
-#include "MeshPart.h"
-#include "Ref.h"
-#include "Scene.h"
 
 namespace gameplay
 {

+ 0 - 13
gameplay/src/lua/lua_Button.cpp

@@ -2,20 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Button.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
 #include "Button.h"
-#include "Control.h"
-#include "Form.h"
-#include "Game.h"
-#include "Gamepad.h"
-#include "Label.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 0 - 10
gameplay/src/lua/lua_Camera.cpp

@@ -2,17 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Camera.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
 #include "Camera.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsController.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 10
gameplay/src/lua/lua_CameraListener.cpp

@@ -2,17 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_CameraListener.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
 #include "Camera.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsController.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 14
gameplay/src/lua/lua_CheckBox.cpp

@@ -2,21 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_CheckBox.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Button.h"
 #include "CheckBox.h"
-#include "Control.h"
-#include "Form.h"
-#include "Game.h"
-#include "Gamepad.h"
-#include "Label.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 0 - 24
gameplay/src/lua/lua_Container.cpp

@@ -2,31 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Container.h"
-#include "AbsoluteLayout.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Button.h"
-#include "CheckBox.h"
 #include "Container.h"
-#include "Control.h"
-#include "ControlFactory.h"
-#include "FlowLayout.h"
-#include "Form.h"
-#include "Game.h"
-#include "ImageControl.h"
-#include "JoystickControl.h"
-#include "Label.h"
-#include "Layout.h"
-#include "Node.h"
-#include "RadioButton.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Slider.h"
-#include "TextBox.h"
-#include "Theme.h"
-#include "VerticalLayout.h"
 
 namespace gameplay
 {

+ 0 - 10
gameplay/src/lua/lua_Control.cpp

@@ -2,17 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Control.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
 #include "Control.h"
-#include "Form.h"
-#include "Game.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 0 - 10
gameplay/src/lua/lua_ControlListener.cpp

@@ -2,17 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_ControlListener.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
 #include "Control.h"
-#include "Form.h"
-#include "Game.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 129 - 4
gameplay/src/lua/lua_Curve.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Curve.h"
-#include "Base.h"
 #include "Curve.h"
-#include "Game.h"
-#include "Quaternion.h"
-#include "Ref.h"
 
 namespace gameplay
 {
@@ -20,6 +16,9 @@ void luaRegister_Curve()
         {"getComponentCount", lua_Curve_getComponentCount},
         {"getEndTime", lua_Curve_getEndTime},
         {"getPointCount", lua_Curve_getPointCount},
+        {"getPointInterpolation", lua_Curve_getPointInterpolation},
+        {"getPointTime", lua_Curve_getPointTime},
+        {"getPointValues", lua_Curve_getPointValues},
         {"getRefCount", lua_Curve_getRefCount},
         {"getStartTime", lua_Curve_getStartTime},
         {"release", lua_Curve_release},
@@ -300,6 +299,132 @@ int lua_Curve_getPointCount(lua_State* state)
     return 0;
 }
 
+int lua_Curve_getPointInterpolation(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TNUMBER)
+            {
+                // Get parameter 1 off the stack.
+                unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
+
+                Curve* instance = getInstance(state);
+                Curve::InterpolationType result = instance->getPointInterpolation(param1);
+
+                // Push the return value onto the stack.
+                lua_pushnumber(state, (int)result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Curve_getPointInterpolation - 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_Curve_getPointTime(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TNUMBER)
+            {
+                // Get parameter 1 off the stack.
+                unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
+
+                Curve* instance = getInstance(state);
+                float result = instance->getPointTime(param1);
+
+                // Push the return value onto the stack.
+                lua_pushnumber(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Curve_getPointTime - 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_Curve_getPointValues(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 5:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TNUMBER &&
+                (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA) &&
+                (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
+                (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA))
+            {
+                // Get parameter 1 off the stack.
+                unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
+
+                // Get parameter 2 off the stack.
+                gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
+
+                // Get parameter 3 off the stack.
+                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
+
+                // Get parameter 4 off the stack.
+                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
+
+                Curve* instance = getInstance(state);
+                instance->getPointValues(param1, param2, param3, param4);
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_Curve_getPointValues - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 5).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
 int lua_Curve_getRefCount(lua_State* state)
 {
     // Get the number of parameters.

+ 3 - 0
gameplay/src/lua/lua_Curve.h

@@ -12,6 +12,9 @@ int lua_Curve_evaluate(lua_State* state);
 int lua_Curve_getComponentCount(lua_State* state);
 int lua_Curve_getEndTime(lua_State* state);
 int lua_Curve_getPointCount(lua_State* state);
+int lua_Curve_getPointInterpolation(lua_State* state);
+int lua_Curve_getPointTime(lua_State* state);
+int lua_Curve_getPointValues(lua_State* state);
 int lua_Curve_getRefCount(lua_State* state);
 int lua_Curve_getStartTime(lua_State* state);
 int lua_Curve_release(lua_State* state);

+ 0 - 3
gameplay/src/lua/lua_DepthStencilTarget.cpp

@@ -2,10 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_DepthStencilTarget.h"
-#include "Base.h"
 #include "DepthStencilTarget.h"
-#include "Game.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 169 - 0
gameplay/src/lua/lua_Drawable.cpp

@@ -0,0 +1,169 @@
+// Autogenerated by gameplay-luagen
+#include "Base.h"
+#include "ScriptController.h"
+#include "lua_Drawable.h"
+#include "Drawable.h"
+
+namespace gameplay
+{
+
+void luaRegister_Drawable()
+{
+    const luaL_Reg lua_members[] = 
+    {
+        {"draw", lua_Drawable_draw},
+        {"getNode", lua_Drawable_getNode},
+        {NULL, NULL}
+    };
+    const luaL_Reg* lua_statics = NULL;
+    std::vector<std::string> scopePath;
+
+    gameplay::ScriptUtil::registerClass("Drawable", lua_members, NULL, lua_Drawable__gc, lua_statics, scopePath);
+}
+
+static Drawable* getInstance(lua_State* state)
+{
+    void* userdata = luaL_checkudata(state, 1, "Drawable");
+    luaL_argcheck(state, userdata != NULL, 1, "'Drawable' expected.");
+    return (Drawable*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
+}
+
+int lua_Drawable__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, "Drawable");
+                luaL_argcheck(state, userdata != NULL, 1, "'Drawable' expected.");
+                gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
+                if (object->owns)
+                {
+                    Drawable* instance = (Drawable*)object->instance;
+                    SAFE_DELETE(instance);
+                }
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_Drawable__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_Drawable_draw(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))
+            {
+                Drawable* instance = getInstance(state);
+                unsigned int result = instance->draw();
+
+                // Push the return value onto the stack.
+                lua_pushunsigned(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Drawable_draw - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TBOOLEAN)
+            {
+                // Get parameter 1 off the stack.
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
+
+                Drawable* instance = getInstance(state);
+                unsigned int result = instance->draw(param1);
+
+                // Push the return value onto the stack.
+                lua_pushunsigned(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Drawable_draw - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
+int lua_Drawable_getNode(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 1:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA))
+            {
+                Drawable* instance = getInstance(state);
+                void* returnPtr = ((void*)instance->getNode());
+                if (returnPtr)
+                {
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
+                    object->instance = returnPtr;
+                    object->owns = false;
+                    luaL_getmetatable(state, "Node");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Drawable_getNode - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 1).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
+}

+ 17 - 0
gameplay/src/lua/lua_Drawable.h

@@ -0,0 +1,17 @@
+// Autogenerated by gameplay-luagen
+#ifndef LUA_DRAWABLE_H_
+#define LUA_DRAWABLE_H_
+
+namespace gameplay
+{
+
+// Lua bindings for Drawable.
+int lua_Drawable__gc(lua_State* state);
+int lua_Drawable_draw(lua_State* state);
+int lua_Drawable_getNode(lua_State* state);
+
+void luaRegister_Drawable();
+
+}
+
+#endif

+ 0 - 4
gameplay/src/lua/lua_Effect.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Effect.h"
-#include "Base.h"
 #include "Effect.h"
-#include "FileSystem.h"
-#include "Game.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_FileSystem.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_FileSystem.h"
-#include "Base.h"
 #include "FileSystem.h"
-#include "Platform.h"
-#include "Properties.h"
-#include "Stream.h"
 
 namespace gameplay
 {

+ 0 - 6
gameplay/src/lua/lua_FlowLayout.cpp

@@ -2,13 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_FlowLayout.h"
-#include "Base.h"
-#include "Container.h"
-#include "Control.h"
 #include "FlowLayout.h"
-#include "Game.h"
-#include "Layout.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 2 - 7
gameplay/src/lua/lua_Font.cpp

@@ -2,12 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Font.h"
-#include "Base.h"
-#include "Bundle.h"
-#include "FileSystem.h"
 #include "Font.h"
-#include "Game.h"
-#include "Ref.h"
 
 namespace gameplay
 {
@@ -541,7 +536,7 @@ int lua_Font_drawText(lua_State* state)
                     lua_type(state, 6) == LUA_TNUMBER &&
                     lua_type(state, 7) == LUA_TBOOLEAN &&
                     lua_type(state, 8) == LUA_TBOOLEAN &&
-                    (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_TNIL))
                 {
                     // Get parameter 1 off the stack.
                     const char* param1 = gameplay::ScriptUtil::getString(2, false);
@@ -642,7 +637,7 @@ int lua_Font_drawText(lua_State* state)
         }
         default:
         {
-            lua_pushstring(state, "Invalid number of parameters (expected 2, 4, 5, 6, 7, 8, 9 or 10).");
+            lua_pushstring(state, "Invalid number of parameters (expected 4, 5, 6, 7, 8, 9 or 10).");
             lua_error(state);
             break;
         }

+ 67 - 26
gameplay/src/lua/lua_Form.cpp

@@ -2,32 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Form.h"
-#include "AbsoluteLayout.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Button.h"
-#include "CheckBox.h"
-#include "Container.h"
-#include "Control.h"
-#include "ControlFactory.h"
-#include "FlowLayout.h"
 #include "Form.h"
-#include "Game.h"
-#include "ImageControl.h"
-#include "JoystickControl.h"
-#include "Label.h"
-#include "Layout.h"
-#include "Node.h"
-#include "RadioButton.h"
-#include "Ref.h"
-#include "Scene.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Slider.h"
-#include "TextBox.h"
-#include "Theme.h"
-#include "VerticalLayout.h"
 
 namespace gameplay
 {
@@ -75,6 +50,7 @@ void luaRegister_Form()
         {"getImageUVs", lua_Form_getImageUVs},
         {"getLayout", lua_Form_getLayout},
         {"getMargin", lua_Form_getMargin},
+        {"getNode", lua_Form_getNode},
         {"getOpacity", lua_Form_getOpacity},
         {"getPadding", lua_Form_getPadding},
         {"getParent", lua_Form_getParent},
@@ -934,9 +910,30 @@ int lua_Form_draw(lua_State* state)
             lua_error(state);
             break;
         }
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TBOOLEAN)
+            {
+                // Get parameter 1 off the stack.
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
+
+                Form* instance = getInstance(state);
+                unsigned int result = instance->draw(param1);
+
+                // Push the return value onto the stack.
+                lua_pushunsigned(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Form_draw - 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_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
             lua_error(state);
             break;
         }
@@ -2238,6 +2235,50 @@ int lua_Form_getMargin(lua_State* state)
     return 0;
 }
 
+int lua_Form_getNode(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 1:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA))
+            {
+                Form* instance = getInstance(state);
+                void* returnPtr = ((void*)instance->getNode());
+                if (returnPtr)
+                {
+                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
+                    object->instance = returnPtr;
+                    object->owns = false;
+                    luaL_getmetatable(state, "Node");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Form_getNode - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 1).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
 int lua_Form_getOpacity(lua_State* state)
 {
     // Get the number of parameters.

+ 1 - 0
gameplay/src/lua/lua_Form.h

@@ -46,6 +46,7 @@ int lua_Form_getImageRegion(lua_State* state);
 int lua_Form_getImageUVs(lua_State* state);
 int lua_Form_getLayout(lua_State* state);
 int lua_Form_getMargin(lua_State* state);
+int lua_Form_getNode(lua_State* state);
 int lua_Form_getOpacity(lua_State* state);
 int lua_Form_getPadding(lua_State* state);
 int lua_Form_getParent(lua_State* state);

+ 0 - 3
gameplay/src/lua/lua_FrameBuffer.cpp

@@ -2,10 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_FrameBuffer.h"
-#include "Base.h"
 #include "FrameBuffer.h"
-#include "Game.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 3
gameplay/src/lua/lua_Frustum.cpp

@@ -2,9 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Frustum.h"
-#include "Base.h"
-#include "BoundingBox.h"
-#include "BoundingSphere.h"
 #include "Frustum.h"
 
 namespace gameplay

+ 0 - 8
gameplay/src/lua/lua_Game.cpp

@@ -2,15 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Game.h"
-#include "Base.h"
-#include "ControlFactory.h"
-#include "FileSystem.h"
-#include "FrameBuffer.h"
 #include "Game.h"
-#include "Platform.h"
-#include "RenderState.h"
-#include "SceneLoader.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 0 - 6
gameplay/src/lua/lua_Gamepad.cpp

@@ -2,13 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Gamepad.h"
-#include "Base.h"
-#include "Button.h"
-#include "Form.h"
-#include "Game.h"
 #include "Gamepad.h"
-#include "JoystickControl.h"
-#include "Platform.h"
 
 namespace gameplay
 {

+ 54 - 1
gameplay/src/lua/lua_Global.cpp

@@ -28,6 +28,7 @@
 #include "Properties.h"
 #include "RenderState.h"
 #include "Script.h"
+#include "Sprite.h"
 #include "Terrain.h"
 #include "TextBox.h"
 #include "Texture.h"
@@ -53,6 +54,8 @@ void luaRegister_lua_Global()
     gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Node");
     gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "RadioButton");
     gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Slider");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Sprite");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Text");
     gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "TextBox");
     gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Transform");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Button", "CheckBox");
@@ -70,6 +73,13 @@ void luaRegister_lua_Global()
     gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "RadioButton");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Slider");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "TextBox");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Drawable", "Form");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Drawable", "Model");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Drawable", "ParticleEmitter");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Drawable", "Sprite");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Drawable", "Terrain");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Drawable", "Text");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Drawable", "TileSet");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "Button");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "CheckBox");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "RadioButton");
@@ -135,13 +145,16 @@ void luaRegister_lua_Global()
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Scene");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Script");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Slider");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Sprite");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Technique");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Terrain");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Text");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "TextBox");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Texture");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Texture::Sampler");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Theme");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Theme::ThemeImage");
+    gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "TileSet");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "VertexAttributeBinding");
     gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "VerticalLayout");
     gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Material");
@@ -153,7 +166,6 @@ void luaRegister_lua_Global()
     gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Container");
     gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Control");
     gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Form");
-    gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "GameScriptTarget");
     gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "ImageControl");
     gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joint");
     gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "JoystickControl");
@@ -879,6 +891,47 @@ void luaRegister_lua_Global()
         gameplay::ScriptUtil::registerEnumValue(Script::PROTECTED, "PROTECTED", scopePath);
     }
 
+    // Register enumeration Sprite::BlendMode.
+    {
+        std::vector<std::string> scopePath;
+        scopePath.push_back("Sprite");
+        gameplay::ScriptUtil::registerEnumValue(Sprite::BLEND_NONE, "BLEND_NONE", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::BLEND_ALPHA, "BLEND_ALPHA", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::BLEND_ADDITIVE, "BLEND_ADDITIVE", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::BLEND_MULTIPLIED, "BLEND_MULTIPLIED", scopePath);
+    }
+
+    // Register enumeration Sprite::FlipFlags.
+    {
+        std::vector<std::string> scopePath;
+        scopePath.push_back("Sprite");
+        gameplay::ScriptUtil::registerEnumValue(Sprite::FLIP_NONE, "FLIP_NONE", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::FLIP_VERTICAL, "FLIP_VERTICAL", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::FLIP_HORIZONTAL, "FLIP_HORIZONTAL", scopePath);
+    }
+
+    // Register enumeration Sprite::Offset.
+    {
+        std::vector<std::string> scopePath;
+        scopePath.push_back("Sprite");
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_LEFT, "OFFSET_LEFT", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_HCENTER, "OFFSET_HCENTER", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_RIGHT, "OFFSET_RIGHT", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_TOP, "OFFSET_TOP", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_VCENTER, "OFFSET_VCENTER", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_BOTTOM, "OFFSET_BOTTOM", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_ANCHOR, "OFFSET_ANCHOR", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_TOP_LEFT, "OFFSET_TOP_LEFT", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_VCENTER_LEFT, "OFFSET_VCENTER_LEFT", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_BOTTOM_LEFT, "OFFSET_BOTTOM_LEFT", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_TOP_HCENTER, "OFFSET_TOP_HCENTER", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_VCENTER_HCENTER, "OFFSET_VCENTER_HCENTER", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_BOTTOM_HCENTER, "OFFSET_BOTTOM_HCENTER", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_TOP_RIGHT, "OFFSET_TOP_RIGHT", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_VCENTER_RIGHT, "OFFSET_VCENTER_RIGHT", scopePath);
+        gameplay::ScriptUtil::registerEnumValue(Sprite::OFFSET_BOTTOM_RIGHT, "OFFSET_BOTTOM_RIGHT", scopePath);
+    }
+
     // Register enumeration Terrain::Flags.
     {
         std::vector<std::string> scopePath;

+ 0 - 5
gameplay/src/lua/lua_HeightField.cpp

@@ -2,12 +2,7 @@
 #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
 {

+ 0 - 4
gameplay/src/lua/lua_Image.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Image.h"
-#include "Base.h"
-#include "FileSystem.h"
-#include "Game.h"
 #include "Image.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 11
gameplay/src/lua/lua_ImageControl.cpp

@@ -2,18 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_ImageControl.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Control.h"
-#include "Form.h"
-#include "Game.h"
 #include "ImageControl.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 88 - 18
gameplay/src/lua/lua_Joint.cpp

@@ -2,25 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Joint.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "AudioSource.h"
-#include "Base.h"
-#include "Game.h"
 #include "Joint.h"
-#include "MeshSkin.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "Ref.h"
-#include "Scene.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
-#include "Transform.h"
 
 namespace gameplay
 {
@@ -54,6 +36,7 @@ void luaRegister_Joint()
         {"getChildCount", lua_Joint_getChildCount},
         {"getCollisionObject", lua_Joint_getCollisionObject},
         {"getDownVector", lua_Joint_getDownVector},
+        {"getDrawable", lua_Joint_getDrawable},
         {"getFirstChild", lua_Joint_getFirstChild},
         {"getForwardVector", lua_Joint_getForwardVector},
         {"getForwardVectorView", lua_Joint_getForwardVectorView},
@@ -123,6 +106,7 @@ void luaRegister_Joint()
         {"setAudioSource", lua_Joint_setAudioSource},
         {"setCamera", lua_Joint_setCamera},
         {"setCollisionObject", lua_Joint_setCollisionObject},
+        {"setDrawable", lua_Joint_setDrawable},
         {"setEnabled", lua_Joint_setEnabled},
         {"setId", lua_Joint_setId},
         {"setIdentity", lua_Joint_setIdentity},
@@ -1688,6 +1672,50 @@ int lua_Joint_getDownVector(lua_State* state)
     return 0;
 }
 
+int lua_Joint_getDrawable(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))
+            {
+                Joint* instance = getInstance(state);
+                void* returnPtr = ((void*)instance->getDrawable());
+                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, "Drawable");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Joint_getDrawable - 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_Joint_getFirstChild(lua_State* state)
 {
     // Get the number of parameters.
@@ -5283,6 +5311,48 @@ int lua_Joint_setCollisionObject(lua_State* state)
     return 0;
 }
 
+int lua_Joint_setDrawable(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
+            {
+                // Get parameter 1 off the stack.
+                bool param1Valid;
+                gameplay::ScriptUtil::LuaArray<Drawable> param1 = gameplay::ScriptUtil::getObjectPointer<Drawable>(2, "Drawable", false, &param1Valid);
+                if (!param1Valid)
+                {
+                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Drawable'.");
+                    lua_error(state);
+                }
+
+                Joint* instance = getInstance(state);
+                instance->setDrawable(param1);
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_Joint_setDrawable - 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_Joint_setEnabled(lua_State* state)
 {
     // Get the number of parameters.

+ 2 - 1
gameplay/src/lua/lua_Joint.h

@@ -32,8 +32,8 @@ int lua_Joint_getCamera(lua_State* state);
 int lua_Joint_getChildCount(lua_State* state);
 int lua_Joint_getCollisionObject(lua_State* state);
 int lua_Joint_getDownVector(lua_State* state);
+int lua_Joint_getDrawable(lua_State* state);
 int lua_Joint_getFirstChild(lua_State* state);
-int lua_Joint_getForm(lua_State* state);
 int lua_Joint_getForwardVector(lua_State* state);
 int lua_Joint_getForwardVectorView(lua_State* state);
 int lua_Joint_getForwardVectorWorld(lua_State* state);
@@ -102,6 +102,7 @@ int lua_Joint_setAnimationPropertyValue(lua_State* state);
 int lua_Joint_setAudioSource(lua_State* state);
 int lua_Joint_setCamera(lua_State* state);
 int lua_Joint_setCollisionObject(lua_State* state);
+int lua_Joint_setDrawable(lua_State* state);
 int lua_Joint_setEnabled(lua_State* state);
 int lua_Joint_setId(lua_State* state);
 int lua_Joint_setIdentity(lua_State* state);

+ 0 - 11
gameplay/src/lua/lua_JoystickControl.cpp

@@ -2,18 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_JoystickControl.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Control.h"
-#include "Form.h"
-#include "Game.h"
 #include "JoystickControl.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 0 - 11
gameplay/src/lua/lua_Label.cpp

@@ -2,18 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Label.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Control.h"
-#include "Form.h"
-#include "Game.h"
 #include "Label.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 0 - 5
gameplay/src/lua/lua_Layout.cpp

@@ -2,12 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Layout.h"
-#include "Base.h"
-#include "Container.h"
-#include "Control.h"
-#include "Game.h"
 #include "Layout.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_Light.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Light.h"
-#include "Base.h"
-#include "Game.h"
 #include "Light.h"
-#include "Node.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 3
gameplay/src/lua/lua_Logger.cpp

@@ -3,9 +3,6 @@
 #include "ScriptController.h"
 #include "lua_Logger.h"
 #include "Logger.h"
-#include "Base.h"
-#include "Game.h"
-#include "ScriptController.h"
 
 namespace gameplay
 {

+ 0 - 11
gameplay/src/lua/lua_Material.cpp

@@ -2,18 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Material.h"
-#include "Base.h"
-#include "Effect.h"
-#include "FileSystem.h"
-#include "Game.h"
 #include "Material.h"
-#include "Node.h"
-#include "Pass.h"
-#include "Properties.h"
-#include "Ref.h"
-#include "RenderState.h"
-#include "Scene.h"
-#include "Technique.h"
 
 namespace gameplay
 {

+ 0 - 6
gameplay/src/lua/lua_MaterialParameter.cpp

@@ -2,13 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_MaterialParameter.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
 #include "MaterialParameter.h"
-#include "Node.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 1
gameplay/src/lua/lua_MathUtil.cpp

@@ -2,7 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_MathUtil.h"
-#include "Base.h"
 #include "MathUtil.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/lua/lua_Matrix.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Matrix.h"
-#include "Base.h"
-#include "MathUtil.h"
 #include "Matrix.h"
-#include "Plane.h"
-#include "Quaternion.h"
 
 namespace gameplay
 {

+ 0 - 7
gameplay/src/lua/lua_Mesh.cpp

@@ -2,14 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Mesh.h"
-#include "Base.h"
-#include "Effect.h"
-#include "Game.h"
-#include "Material.h"
 #include "Mesh.h"
-#include "MeshPart.h"
-#include "Model.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 2
gameplay/src/lua/lua_MeshBatch.cpp

@@ -2,8 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_MeshBatch.h"
-#include "Base.h"
-#include "Material.h"
 #include "MeshBatch.h"
 
 namespace gameplay

+ 0 - 1
gameplay/src/lua/lua_MeshPart.cpp

@@ -2,7 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_MeshPart.h"
-#include "Base.h"
 #include "MeshPart.h"
 
 namespace gameplay

+ 0 - 9
gameplay/src/lua/lua_MeshSkin.cpp

@@ -2,16 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_MeshSkin.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Joint.h"
 #include "MeshSkin.h"
-#include "Node.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 8
gameplay/src/lua/lua_Model.cpp

@@ -2,15 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Model.h"
-#include "Base.h"
-#include "Game.h"
-#include "MeshPart.h"
 #include "Model.h"
-#include "Node.h"
-#include "Pass.h"
-#include "Ref.h"
-#include "Scene.h"
-#include "Technique.h"
 
 namespace gameplay
 {

+ 89 - 18
gameplay/src/lua/lua_Node.cpp

@@ -2,24 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Node.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "AudioSource.h"
-#include "Base.h"
-#include "Game.h"
-#include "Joint.h"
 #include "Node.h"
-#include "PhysicsCharacter.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "Ref.h"
-#include "Scene.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
-#include "Transform.h"
 
 namespace gameplay
 {
@@ -53,6 +36,7 @@ void luaRegister_Node()
         {"getChildCount", lua_Node_getChildCount},
         {"getCollisionObject", lua_Node_getCollisionObject},
         {"getDownVector", lua_Node_getDownVector},
+        {"getDrawable", lua_Node_getDrawable},
         {"getFirstChild", lua_Node_getFirstChild},
         {"getForwardVector", lua_Node_getForwardVector},
         {"getForwardVectorView", lua_Node_getForwardVectorView},
@@ -121,6 +105,7 @@ void luaRegister_Node()
         {"setAudioSource", lua_Node_setAudioSource},
         {"setCamera", lua_Node_setCamera},
         {"setCollisionObject", lua_Node_setCollisionObject},
+        {"setDrawable", lua_Node_setDrawable},
         {"setEnabled", lua_Node_setEnabled},
         {"setId", lua_Node_setId},
         {"setIdentity", lua_Node_setIdentity},
@@ -1687,6 +1672,50 @@ int lua_Node_getDownVector(lua_State* state)
     return 0;
 }
 
+int lua_Node_getDrawable(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))
+            {
+                Node* instance = getInstance(state);
+                void* returnPtr = ((void*)instance->getDrawable());
+                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, "Drawable");
+                    lua_setmetatable(state, -2);
+                }
+                else
+                {
+                    lua_pushnil(state);
+                }
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_Node_getDrawable - 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_Node_getFirstChild(lua_State* state)
 {
     // Get the number of parameters.
@@ -2346,7 +2375,7 @@ int lua_Node_getParent(lua_State* state)
         }
     }
     return 0;
-}}
+}
 
 int lua_Node_getPreviousSibling(lua_State* state)
 {
@@ -5238,6 +5267,48 @@ int lua_Node_setCollisionObject(lua_State* state)
     return 0;
 }
 
+int lua_Node_setDrawable(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
+            {
+                // Get parameter 1 off the stack.
+                bool param1Valid;
+                gameplay::ScriptUtil::LuaArray<Drawable> param1 = gameplay::ScriptUtil::getObjectPointer<Drawable>(2, "Drawable", false, &param1Valid);
+                if (!param1Valid)
+                {
+                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Drawable'.");
+                    lua_error(state);
+                }
+
+                Node* instance = getInstance(state);
+                instance->setDrawable(param1);
+                
+                return 0;
+            }
+
+            lua_pushstring(state, "lua_Node_setDrawable - 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_Node_setEnabled(lua_State* state)
 {
     // Get the number of parameters.

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

@@ -32,6 +32,7 @@ int lua_Node_getCamera(lua_State* state);
 int lua_Node_getChildCount(lua_State* state);
 int lua_Node_getCollisionObject(lua_State* state);
 int lua_Node_getDownVector(lua_State* state);
+int lua_Node_getDrawable(lua_State* state);
 int lua_Node_getFirstChild(lua_State* state);
 int lua_Node_getForwardVector(lua_State* state);
 int lua_Node_getForwardVectorView(lua_State* state);
@@ -100,6 +101,7 @@ int lua_Node_setAnimationPropertyValue(lua_State* state);
 int lua_Node_setAudioSource(lua_State* state);
 int lua_Node_setCamera(lua_State* state);
 int lua_Node_setCollisionObject(lua_State* state);
+int lua_Node_setDrawable(lua_State* state);
 int lua_Node_setEnabled(lua_State* state);
 int lua_Node_setId(lua_State* state);
 int lua_Node_setIdentity(lua_State* state);

+ 0 - 17
gameplay/src/lua/lua_NodeCloneContext.cpp

@@ -2,24 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_NodeCloneContext.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "AudioSource.h"
-#include "Base.h"
-#include "Game.h"
-#include "Joint.h"
 #include "Node.h"
-#include "PhysicsCharacter.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "Ref.h"
-#include "Scene.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 22 - 8
gameplay/src/lua/lua_ParticleEmitter.cpp

@@ -2,14 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_ParticleEmitter.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
 #include "ParticleEmitter.h"
-#include "Properties.h"
-#include "Quaternion.h"
-#include "Ref.h"
-#include "Scene.h"
 
 namespace gameplay
 {
@@ -201,9 +194,30 @@ int lua_ParticleEmitter_draw(lua_State* state)
             lua_error(state);
             break;
         }
+        case 2:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
+                lua_type(state, 2) == LUA_TBOOLEAN)
+            {
+                // Get parameter 1 off the stack.
+                bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
+
+                ParticleEmitter* instance = getInstance(state);
+                unsigned int result = instance->draw(param1);
+
+                // Push the return value onto the stack.
+                lua_pushunsigned(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_ParticleEmitter_draw - 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_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
             lua_error(state);
             break;
         }

+ 0 - 8
gameplay/src/lua/lua_Pass.cpp

@@ -2,15 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Pass.h"
-#include "Base.h"
-#include "Game.h"
-#include "Material.h"
-#include "Node.h"
 #include "Pass.h"
-#include "Ref.h"
-#include "RenderState.h"
-#include "Scene.h"
-#include "Technique.h"
 
 namespace gameplay
 {

+ 0 - 15
gameplay/src/lua/lua_PhysicsCharacter.cpp

@@ -2,22 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsCharacter.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
 #include "PhysicsCharacter.h"
-#include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "Scene.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 10
gameplay/src/lua/lua_PhysicsCollisionObject.cpp

@@ -2,17 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsCollisionObject.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
 #include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "ScriptController.h"
 
 namespace gameplay
 {

+ 0 - 10
gameplay/src/lua/lua_PhysicsCollisionObjectCollisionListener.cpp

@@ -2,17 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsCollisionObjectCollisionListener.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
 #include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "ScriptController.h"
 
 namespace gameplay
 {

+ 0 - 10
gameplay/src/lua/lua_PhysicsCollisionObjectCollisionPair.cpp

@@ -2,17 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsCollisionObjectCollisionPair.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
 #include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "ScriptController.h"
 
 namespace gameplay
 {

+ 0 - 8
gameplay/src/lua/lua_PhysicsCollisionShape.cpp

@@ -2,15 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsCollisionShape.h"
-#include "Base.h"
-#include "FileSystem.h"
-#include "Game.h"
-#include "HeightField.h"
-#include "Image.h"
-#include "Node.h"
 #include "PhysicsCollisionShape.h"
-#include "Properties.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 8
gameplay/src/lua/lua_PhysicsCollisionShapeDefinition.cpp

@@ -2,15 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsCollisionShapeDefinition.h"
-#include "Base.h"
-#include "FileSystem.h"
-#include "Game.h"
-#include "HeightField.h"
-#include "Image.h"
-#include "Node.h"
 #include "PhysicsCollisionShape.h"
-#include "Properties.h"
-#include "Ref.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_PhysicsConstraint.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsConstraint.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
 #include "PhysicsConstraint.h"
-#include "PhysicsRigidBody.h"
 
 namespace gameplay
 {

+ 0 - 9
gameplay/src/lua/lua_PhysicsController.cpp

@@ -2,16 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsController.h"
-#include "Base.h"
-#include "Bundle.h"
-#include "Game.h"
-#include "MeshPart.h"
-#include "PhysicsCharacter.h"
 #include "PhysicsController.h"
-#include "PhysicsRigidBody.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
 
 namespace gameplay
 {

+ 0 - 9
gameplay/src/lua/lua_PhysicsControllerHitFilter.cpp

@@ -2,16 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsControllerHitFilter.h"
-#include "Base.h"
-#include "Bundle.h"
-#include "Game.h"
-#include "MeshPart.h"
-#include "PhysicsCharacter.h"
 #include "PhysicsController.h"
-#include "PhysicsRigidBody.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
 
 namespace gameplay
 {

+ 0 - 9
gameplay/src/lua/lua_PhysicsControllerHitResult.cpp

@@ -2,16 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsControllerHitResult.h"
-#include "Base.h"
-#include "Bundle.h"
-#include "Game.h"
-#include "MeshPart.h"
-#include "PhysicsCharacter.h"
 #include "PhysicsController.h"
-#include "PhysicsRigidBody.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
 
 namespace gameplay
 {

+ 0 - 9
gameplay/src/lua/lua_PhysicsControllerListener.cpp

@@ -2,16 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsControllerListener.h"
-#include "Base.h"
-#include "Bundle.h"
-#include "Game.h"
-#include "MeshPart.h"
-#include "PhysicsCharacter.h"
 #include "PhysicsController.h"
-#include "PhysicsRigidBody.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
 
 namespace gameplay
 {

+ 0 - 6
gameplay/src/lua/lua_PhysicsFixedConstraint.cpp

@@ -2,13 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsFixedConstraint.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsConstraint.h"
 #include "PhysicsFixedConstraint.h"
-#include "PhysicsGenericConstraint.h"
-#include "PhysicsRigidBody.h"
 
 namespace gameplay
 {

+ 0 - 5
gameplay/src/lua/lua_PhysicsGenericConstraint.cpp

@@ -2,12 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsGenericConstraint.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsConstraint.h"
 #include "PhysicsGenericConstraint.h"
-#include "PhysicsRigidBody.h"
 
 namespace gameplay
 {

+ 0 - 14
gameplay/src/lua/lua_PhysicsGhostObject.cpp

@@ -2,21 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsGhostObject.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
-#include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
 #include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 5
gameplay/src/lua/lua_PhysicsHingeConstraint.cpp

@@ -2,12 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsHingeConstraint.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsConstraint.h"
 #include "PhysicsHingeConstraint.h"
-#include "PhysicsRigidBody.h"
 
 namespace gameplay
 {

+ 0 - 17
gameplay/src/lua/lua_PhysicsRigidBody.cpp

@@ -2,24 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsRigidBody.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Image.h"
-#include "MeshPart.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
-#include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
-#include "PhysicsGhostObject.h"
 #include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 17
gameplay/src/lua/lua_PhysicsRigidBodyParameters.cpp

@@ -2,24 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsRigidBodyParameters.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Game.h"
-#include "Image.h"
-#include "MeshPart.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
-#include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
-#include "PhysicsGhostObject.h"
 #include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Terrain.h"
-#include "Transform.h"
 
 namespace gameplay
 {

+ 0 - 5
gameplay/src/lua/lua_PhysicsSocketConstraint.cpp

@@ -2,11 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsSocketConstraint.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsConstraint.h"
-#include "PhysicsRigidBody.h"
 #include "PhysicsSocketConstraint.h"
 
 namespace gameplay

+ 0 - 6
gameplay/src/lua/lua_PhysicsSpringConstraint.cpp

@@ -2,12 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsSpringConstraint.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsConstraint.h"
-#include "PhysicsGenericConstraint.h"
-#include "PhysicsRigidBody.h"
 #include "PhysicsSpringConstraint.h"
 
 namespace gameplay

+ 36 - 47
gameplay/src/lua/lua_PhysicsVehicle.cpp

@@ -2,18 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsVehicle.h"
-#include "Base.h"
-#include "Game.h"
-#include "MathUtil.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
-#include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
 #include "PhysicsVehicle.h"
-#include "PhysicsVehicleWheel.h"
-#include "ScriptController.h"
 
 namespace gameplay
 {
@@ -36,7 +25,6 @@ void luaRegister_PhysicsVehicle()
         {"getDrivedownStart", lua_PhysicsVehicle_getDrivedownStart},
         {"getDrivingForce", lua_PhysicsVehicle_getDrivingForce},
         {"getNode", lua_PhysicsVehicle_getNode},
-        {"getWheelCount", lua_PhysicsVehicle_getWheelCount},
         {"getRigidBody", lua_PhysicsVehicle_getRigidBody},
         {"getShapeType", lua_PhysicsVehicle_getShapeType},
         {"getSpeedKph", lua_PhysicsVehicle_getSpeedKph},
@@ -46,6 +34,7 @@ void luaRegister_PhysicsVehicle()
         {"getSteeringGain", lua_PhysicsVehicle_getSteeringGain},
         {"getType", lua_PhysicsVehicle_getType},
         {"getWheel", lua_PhysicsVehicle_getWheel},
+        {"getWheelCount", lua_PhysicsVehicle_getWheelCount},
         {"isDynamic", lua_PhysicsVehicle_isDynamic},
         {"isEnabled", lua_PhysicsVehicle_isEnabled},
         {"isKinematic", lua_PhysicsVehicle_isKinematic},
@@ -677,41 +666,6 @@ int lua_PhysicsVehicle_getNode(lua_State* state)
     return 0;
 }
 
-int lua_PhysicsVehicle_getWheelCount(lua_State* state)
-{
-    // Get the number of parameters.
-    int paramCount = lua_gettop(state);
-
-    // Attempt to match the parameters to a valid binding.
-    switch (paramCount)
-    {
-        case 1:
-        {
-            if ((lua_type(state, 1) == LUA_TUSERDATA))
-            {
-                PhysicsVehicle* instance = getInstance(state);
-                unsigned int result = instance->getWheelCount();
-
-                // Push the return value onto the stack.
-                lua_pushunsigned(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_PhysicsVehicle_getWheelCount - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        default:
-        {
-            lua_pushstring(state, "Invalid number of parameters (expected 1).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
 int lua_PhysicsVehicle_getRigidBody(lua_State* state)
 {
     // Get the number of parameters.
@@ -1049,6 +1003,41 @@ int lua_PhysicsVehicle_getWheel(lua_State* state)
     return 0;
 }
 
+int lua_PhysicsVehicle_getWheelCount(lua_State* state)
+{
+    // Get the number of parameters.
+    int paramCount = lua_gettop(state);
+
+    // Attempt to match the parameters to a valid binding.
+    switch (paramCount)
+    {
+        case 1:
+        {
+            if ((lua_type(state, 1) == LUA_TUSERDATA))
+            {
+                PhysicsVehicle* instance = getInstance(state);
+                unsigned int result = instance->getWheelCount();
+
+                // Push the return value onto the stack.
+                lua_pushunsigned(state, result);
+
+                return 1;
+            }
+
+            lua_pushstring(state, "lua_PhysicsVehicle_getWheelCount - Failed to match the given parameters to a valid function signature.");
+            lua_error(state);
+            break;
+        }
+        default:
+        {
+            lua_pushstring(state, "Invalid number of parameters (expected 1).");
+            lua_error(state);
+            break;
+        }
+    }
+    return 0;
+}
+
 int lua_PhysicsVehicle_isDynamic(lua_State* state)
 {
     // Get the number of parameters.

+ 1 - 1
gameplay/src/lua/lua_PhysicsVehicle.h

@@ -20,7 +20,6 @@ int lua_PhysicsVehicle_getDrivedownFull(lua_State* state);
 int lua_PhysicsVehicle_getDrivedownStart(lua_State* state);
 int lua_PhysicsVehicle_getDrivingForce(lua_State* state);
 int lua_PhysicsVehicle_getNode(lua_State* state);
-int lua_PhysicsVehicle_getWheelCount(lua_State* state);
 int lua_PhysicsVehicle_getRigidBody(lua_State* state);
 int lua_PhysicsVehicle_getShapeType(lua_State* state);
 int lua_PhysicsVehicle_getSpeedKph(lua_State* state);
@@ -30,6 +29,7 @@ int lua_PhysicsVehicle_getSteerdownSpeed(lua_State* state);
 int lua_PhysicsVehicle_getSteeringGain(lua_State* state);
 int lua_PhysicsVehicle_getType(lua_State* state);
 int lua_PhysicsVehicle_getWheel(lua_State* state);
+int lua_PhysicsVehicle_getWheelCount(lua_State* state);
 int lua_PhysicsVehicle_isDynamic(lua_State* state);
 int lua_PhysicsVehicle_isEnabled(lua_State* state);
 int lua_PhysicsVehicle_isKinematic(lua_State* state);

+ 0 - 10
gameplay/src/lua/lua_PhysicsVehicleWheel.cpp

@@ -2,17 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_PhysicsVehicleWheel.h"
-#include "Base.h"
-#include "Game.h"
-#include "Node.h"
-#include "PhysicsCharacter.h"
-#include "PhysicsCollisionObject.h"
-#include "PhysicsController.h"
-#include "PhysicsGhostObject.h"
-#include "PhysicsRigidBody.h"
-#include "PhysicsVehicle.h"
 #include "PhysicsVehicleWheel.h"
-#include "ScriptController.h"
 
 namespace gameplay
 {

+ 0 - 5
gameplay/src/lua/lua_Plane.cpp

@@ -2,12 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Plane.h"
-#include "Base.h"
-#include "BoundingBox.h"
-#include "BoundingSphere.h"
-#include "Frustum.h"
 #include "Plane.h"
-#include "Ray.h"
 
 namespace gameplay
 {

+ 0 - 4
gameplay/src/lua/lua_Platform.cpp

@@ -2,11 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Platform.h"
-#include "Base.h"
-#include "Form.h"
-#include "Game.h"
 #include "Platform.h"
-#include "ScriptController.h"
 
 namespace gameplay
 {

+ 0 - 3
gameplay/src/lua/lua_Properties.cpp

@@ -2,10 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Properties.h"
-#include "Base.h"
-#include "FileSystem.h"
 #include "Properties.h"
-#include "Quaternion.h"
 
 namespace gameplay
 {

+ 0 - 1
gameplay/src/lua/lua_Quaternion.cpp

@@ -2,7 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Quaternion.h"
-#include "Base.h"
 #include "Quaternion.h"
 
 namespace gameplay

+ 0 - 14
gameplay/src/lua/lua_RadioButton.cpp

@@ -2,21 +2,7 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_RadioButton.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Button.h"
-#include "Control.h"
-#include "Form.h"
-#include "Game.h"
-#include "Gamepad.h"
-#include "Label.h"
-#include "Node.h"
 #include "RadioButton.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "Theme.h"
 
 namespace gameplay
 {

+ 0 - 5
gameplay/src/lua/lua_Ray.cpp

@@ -2,11 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Ray.h"
-#include "Base.h"
-#include "BoundingBox.h"
-#include "BoundingSphere.h"
-#include "Frustum.h"
-#include "Plane.h"
 #include "Ray.h"
 
 namespace gameplay

+ 0 - 1
gameplay/src/lua/lua_Rectangle.cpp

@@ -2,7 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Rectangle.h"
-#include "Base.h"
 #include "Rectangle.h"
 
 namespace gameplay

+ 0 - 2
gameplay/src/lua/lua_Ref.cpp

@@ -2,8 +2,6 @@
 #include "Base.h"
 #include "ScriptController.h"
 #include "lua_Ref.h"
-#include "Base.h"
-#include "Game.h"
 #include "Ref.h"
 
 namespace gameplay

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