52 void Transform(
const Frustum& a_rFrustum,
const Toshi::TMatrix44& a_rMatrix );
93 return *( (
TUINT16*)(
this + 1 ) + a_uiIndex );
4x4 matrix implementation for the Toshi engine
3D vector implementation for the Toshi engine
TFORCEINLINE constexpr T * TAlignPointerUp(T *a_pMem, TSIZE a_uiAlignment=sizeof(T *))
FrustumIntersectSphereResult
CellSettings * pCellSettings
Toshi::TPlane * apActivePlanes[6]
FrustumIntersectSphereResult IntersectSphereReduce(const Toshi::TSphere &a_rSphere)
void Transform(const Frustum &a_rFrustum, const Toshi::TMatrix44 &a_rMatrix)
FrustumPlane aFrustumPlanes[6]
Toshi::TSphere m_BoundingSphere
struct CellSphereTreeBranchNode * End()
TUINT16 & GetMeshIndex(TUINT32 a_uiIndex)
CellSphereTreeLeafNode * GetLeafNode()
CellSphereTreeBranchNode * m_pRight
CellSphereTreeBranchNode * GetPrevNode()
Toshi::TSphere m_BoundingSphere
CellSphereTreeBranchNode * GetSubNode()
CellSphereTreeBranchNode * pTreeBranchNodes
CellMeshSphere ** ppCellMeshSpheres