#include namespace anki {]]> F32 F32 F32 F32 (*self) = Vec2(arg0, arg1); F32 F32 F32 ret = (*self)[arg0]; U32 F32 (*self)[arg0] = arg1; U32 F32 const Vec2& const Vec2& Vec2 const Vec2& Vec2 const Vec2& Vec2 const Vec2& Vec2 const Vec2& Bool F32 Vec2 const Vec2& F32 F32 F32 F32 F32 F32 F32 F32 (*self) = Vec3(arg0, arg1, arg2); F32 F32 F32 F32 ret = (*self)[arg0]; U32 F32 (*self)[arg0] = arg1; U32 F32 const Vec3& const Vec3& Vec3 const Vec3& Vec3 const Vec3& Vec3 const Vec3& Vec3 const Vec3& Bool F32 Vec3 const Vec3& F32 F32 F32 F32 F32 F32 F32 F32 F32 F32 (*self) = Vec4(arg0, arg1, arg2, arg3); F32 F32 F32 F32 F32 ret = (*self)[arg0]; U32 F32 (*self)[arg0] = arg1; U32 F32 const Vec4& const Vec4& Vec4 const Vec4& Vec4 const Vec4& Vec4 const Vec4& Vec4 const Vec4& Bool F32 Vec4 const Vec4& F32 F32 const Mat3& F32 ret = (*self)(arg0, arg1); U32 U32 F32 (*self)(arg0, arg1) = arg2; U32 U32 F32 (*self) = Mat3(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); F32 F32 F32 F32 F32 F32 F32 F32 F32 F32 const Mat3x4& F32 ret = (*self)(arg0, arg1); U32 U32 F32 (*self)(arg0, arg1) = arg2; U32 U32 F32 (*self) = Mat3x4(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); F32 F32 F32 F32 F32 F32 F32 F32 F32 F32 F32 F32 Vec3 Mat3 Vec3 const Transform& Vec3 ret = self->getOrigin().xyz; Vec3 const Vec3& Mat3 ret = self->getRotation().getRotationPart(); Mat3 const Mat3& Vec3 ret = self->getScale().xyz; Vec3 const Vec3& F32 ret = toRad(arg0); F32 F32