@class TSCH3DChartScenePropertyAccessor, TSCH3DCamera; @interface TSCH3DChartGetProjectedBoundsPipeline : TSCH3DGetBoundsPipeline { struct ChartProjectedBoundsSpaces { struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } _chart; struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } _orient; struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } _drawing; struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } _layout; struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } _layoutInPage; struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } _bodyLayout; struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } _bodyLayoutInPage; struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } _containingViewport; } _spaces; TSCH3DCamera *_originalCamera; TSCH3DChartScenePropertyAccessor *_originalSceneAccessor; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _shadowsLayoutBounds; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _layoutBounds; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _constantDepthBodyLayoutBounds; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _bodyLayoutBounds; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _labelsLayoutBounds; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _chartBounds; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _orientBounds; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _drawingBounds; struct box<glm::detail::tvec3<float>> { struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _min; struct tvec3<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; } _max; } _labelsBounds; } @property (readonly, nonatomic) const void *spaces; @property (nonatomic) struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } layoutInPage; @property (nonatomic) struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } bodyLayoutInPage; @property (nonatomic) struct box<glm::detail::tvec2<float>> { struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _min; struct tvec2<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; } _max; } containingViewport; @property (nonatomic) BOOL enableScaledDepth; @property (nonatomic) int labelsMode; - (void)updateBounds; - (BOOL)run; - (void)dealloc; - (id).cxx_construct; - (void).cxx_destruct; - (void)calculateLabelsBoundsIfNecssary; - (id)drawingBoundsSceneObjectClasses; - (void)calculateBounds; - (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; })boundsFromObjectBoundsOfType:(int)a0; - (void)calculateBoundsIfNecessary; - (void)calculateLabelsBounds; - (void)calculateLayoutBounds; - (void)calculateLayoutBoundsSkippingLayoutSceneBounds:(BOOL)a0; - (void)calculateLayoutLabelsBounds; - (id)chartSceneObjectClasses; - (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; })getBoundsFromObjectBoundsForScene:(id)a0 boundsType:(int)a1; - (Class)labelsMeshRendererClassForLabelsRenderer:(id)a0; - (id)labelsSceneObjectClasses; - (int)p_depthBoundsTypes; - (BOOL)p_excludesLabels; - (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_extendLabelsBoundsToBounds:(void *)a0; - (BOOL)p_updatesLabelsOnly; - (void)updateLayoutBounds; - (void)updateLayoutBoundsIfNecessary; - (void)updateRenderBounds; - (id)updatedConstantDepthSceneFromScene:(id)a0; @end