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@class TSCH3DChartScenePropertyAccessor, TSCH3DCamera;

@interface TSCH3DGetBoundsProjector : NSObject {
    struct tmat4x4<float> { struct tvec4<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; union { float w; float a; float q; } ; } value[4]; } _modelView;
    struct tmat4x4<float> { struct tvec4<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; union { float w; float a; float q; } ; } value[4]; } _constantDepthModelView;
    struct tmat4x4<float> { struct tvec4<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; union { float w; float a; float q; } ; } value[4]; } _projection;
    struct tmat4x4<float> { struct tvec4<float> { union { float x; float r; float s; } ; union { float y; float g; float t; } ; union { float z; float b; float p; } ; union { float w; float a; float q; } ; } value[4]; } _MVP;
    TSCH3DCamera *_camera;
    TSCH3DChartScenePropertyAccessor *_accessor;
    BOOL _useAggressiveBackProjection;
}

- (id)init;
- (void)reset;
- (void)dealloc;
- (id).cxx_construct;
- (void).cxx_destruct;
- (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; })backProjectModelViewPoint:(void *)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; })projectBounds:(void *)a0 type:(int)a1;
- (void)resetTransformsForLayoutBounds;
- (void)resetTransformsForRenderBounds;
- (void)setCamera:(id)a0 accessor:(id)a1;

@end