gf_vec_len 534 include/gpac/maths.h Fixed gf_vec_len(GF_Vec v); gf_vec_len 107 src/compositor/camera.c Float len = (Float)(1.0f / gf_vec_len(cam->planes[i].normal)); gf_vec_len 258 src/compositor/camera.c vlen = gf_vec_len(center); gf_vec_len 290 src/compositor/camera.c cam->radius = gf_vec_len(corner); gf_vec_len 352 src/compositor/camera.c vlen = gf_vec_len(center); gf_vec_len 375 src/compositor/camera.c vlen = gf_vec_len(center); gf_vec_len 288 src/compositor/hardcoded_protos.c spine_len += gf_vec_len(d); gf_vec_len 313 src/compositor/hardcoded_protos.c cur_len += gf_vec_len(d); gf_vec_len 1315 src/compositor/mesh.c if (gf_vec_len(fn)) { gf_vec_len 1770 src/compositor/mesh.c cross_len += gf_vec_len(v1); gf_vec_len 1823 src/compositor/mesh.c len = gf_vec_len(v2); gf_vec_len 2092 src/compositor/mesh.c cur_cross += gf_vec_len(v1); gf_vec_len 2102 src/compositor/mesh.c cur_spine += gf_vec_len(v1); gf_vec_len 2148 src/compositor/mesh.c assert(gf_vec_len(n)); gf_vec_len 2205 src/compositor/mesh.c assert(gf_vec_len(n)); gf_vec_len 557 src/compositor/mesh_collide.c if (gf_vec_len(v1)>min_dist+mesh->bounds.radius) return GF_FALSE; gf_vec_len 446 src/compositor/mpeg4_geometry_3d.c l1 = gf_vec_len(v1); gf_vec_len 447 src/compositor/mpeg4_geometry_3d.c l2 = gf_vec_len(v2); gf_vec_len 254 src/compositor/mpeg4_grouping_3d.c axis_len = gf_vec_len(axis); gf_vec_len 292 src/compositor/mpeg4_grouping_3d.c sinw = gf_vec_len(tmp); gf_vec_len 364 src/compositor/mpeg4_grouping_3d.c dist = gf_vec_len(pos); gf_vec_len 1083 src/compositor/mpeg4_sensors.c radius = gf_vec_len(dir1); gf_vec_len 1092 src/compositor/mpeg4_sensors.c if (gf_vec_len(cx)<FIX_EPSILON) return 0; gf_vec_len 1218 src/compositor/mpeg4_sensors.c st->radius = gf_vec_len(compositor->hit_local_point); gf_vec_len 1248 src/compositor/mpeg4_sensors.c cl = gf_vec_len(axis); gf_vec_len 214 src/compositor/mpeg4_sound.c mag = gf_vec_len(usr); gf_vec_len 513 src/compositor/mpeg4_viewport.c scale = gf_vec_len(end); gf_vec_len 614 src/compositor/mpeg4_viewport.c vrange = gf_vec_len(end); gf_vec_len 262 src/compositor/navigate.c if (gf_vec_len(diff) > tr_state.bbox.radius + cam->radius) { gf_vec_len 264 src/compositor/navigate.c d = gf_vec_len(diff); gf_vec_len 288 src/compositor/visual_manager_3d.c dist = gf_vec_len(d); gf_vec_len 1032 src/compositor/visual_manager_3d.c pos_diff = gf_vec_len(dir); gf_vec_len 1184 src/compositor/visual_manager_3d.c if (gf_vec_len(cdiff) > rad) { gf_vec_len 1511 src/compositor/visual_manager_3d.c dist = gf_vec_len(v1); gf_vec_len 1512 src/compositor/visual_manager_3d.c m_dist = gf_vec_len(v2); gf_vec_len 1520 src/compositor/visual_manager_3d.c dist = gf_vec_len(v2); gf_vec_len 1554 src/compositor/visual_manager_3d.c dist = gf_vec_len(v2); gf_vec_len 341 src/scenegraph/mpeg4_animators.c stack->length += gf_vec_len(d); gf_vec_len 403 src/scenegraph/mpeg4_animators.c dlen = gf_vec_len(d); gf_vec_len 2260 src/scenegraph/vrml_smjs.c res = gf_vec_len(*v1); gf_vec_len 2361 src/scenegraph/vrml_smjs.c l1 = gf_vec_len(v1); gf_vec_len 2362 src/scenegraph/vrml_smjs.c l2 = gf_vec_len(v2); gf_vec_len 1125 src/utils/math.c Fixed __res = gf_vec_len(*v); gf_vec_len 1200 src/utils/math.c Fixed __res = gf_vec_len(*v); gf_vec_len 1597 src/utils/math.c scale->x = gf_vec_len(row0); gf_vec_len 1604 src/utils/math.c scale->y = gf_vec_len(row1); gf_vec_len 1617 src/utils/math.c scale->z = gf_vec_len(row2); gf_vec_len 1993 src/utils/math.c Fixed fn00 = gf_vec_len(plane->normal); gf_vec_len 1995 src/utils/math.c Fixed fn11 = gf_vec_len(with->normal); gf_vec_len 2140 src/utils/math.c dist = gf_vec_len(radv); gf_vec_len 2444 src/utils/math.c b->radius = gf_vec_len(v) / 2;