@interface TSCH3DChartShadowsSceneObject : TSCH3DSceneObject + (void)setShadowPlanePadding:(struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x0; float x1; float x2; } x0; union { float x0; float x1; float x2; } x1; union { float x0; float x1; float x2; } x2; } x0; struct tvec3<float> { union { float x0; float x1; float x2; } x0; union { float x0; float x1; float x2; } x1; union { float x0; float x1; float x2; } x2; } x1; })a0 forScene:(id)a1; + (void)invalidateShadowsForScene:(id)a0; - (id)effects; - (void)render:(id)a0; - (id)TSDShadowFromScene:(id)a0; - (struct tvec3<float> { union { float x0; float x1; float x2; } x0; union { float x0; float x1; float x2; } x1; union { float x0; float x1; float x2; } x2; })calculateShadowCameraPosition:(float)a0 center:(struct tvec3<float> { union { float x0; float x1; float x2; } x0; union { float x0; float x1; float x2; } x1; union { float x0; float x1; float x2; } x2; })a1 shadowQuality:(float)a2 depthLimitAdjustment:(float)a3; - (void)getBounds:(id)a0; - (float)p_chartOpacityForScene:(id)a0; - (struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x0; float x1; float x2; } x0; union { float x0; float x1; float x2; } x1; union { float x0; float x1; float x2; } x2; } x0; struct tvec3<float> { union { float x0; float x1; float x2; } x0; union { float x0; float x1; float x2; } x1; union { float x0; float x1; float x2; } x2; } x1; })p_shadowPlanePaddingForScene:(id)a0; - (void)prerender:(id)a0; - (void)prerenderShadows:(id)a0 blurslack:(float)a1 angle:(float)a2 quality:(float)a3 targetFBO:(id)a4; - (id)propertiesForScene:(id)a0; - (void)renderShadowScene:(id)a0; - (void)renderShadows:(id)a0; @end