LUAMTA_FUNCTION(camera, IsPointVisible) { auto self = my->ToCameraPtr(1); self->IsPointVisible(my->ToVec3(2)); return 0; }
//function that handles the visible callback bool CSpriteFX::HandleVisibleCallback(const LTRigidTransform& tCamera, const LTRigidTransform& tSkyCamera) { // See if anything is blocking our path to the camera LTVector vObjPos; g_pLTClient->GetObjectPos(m_hObject, &vObjPos); if(!IsPointVisible(tCamera.m_vPos, vObjPos, IsInSky(GetProps()->m_eInSky))) { return false; } //visible return true; }