GF_Ray            456 include/gpac/internal/compositor_dev.h 	GF_Ray hit_world_ray;
GF_Ray            920 include/gpac/internal/compositor_dev.h 	GF_Ray ray;
GF_Ray           1246 include/gpac/internal/compositor_dev.h Bool compositor_get_2d_plane_intersection(GF_Ray *ray, SFVec3f *res);
GF_Ray            247 include/gpac/internal/mesh.h Bool gf_mesh_intersect_ray(GF_Mesh *mesh, GF_Ray *r, SFVec3f *outPoint, SFVec3f *outNormal, SFVec2f *outTexCoords);
GF_Ray            989 include/gpac/maths.h GF_Ray gf_ray(GF_Vec start, GF_Vec end);
GF_Ray            996 include/gpac/maths.h void gf_mx_apply_ray(GF_Matrix *mx, GF_Ray *r);
GF_Ray           1006 include/gpac/maths.h Bool gf_ray_hit_box(GF_Ray *ray, GF_Vec min_edge, GF_Vec max_edge, GF_Vec *out_point);
GF_Ray           1016 include/gpac/maths.h Bool gf_ray_hit_sphere(GF_Ray *ray, GF_Vec *center, Fixed radius, GF_Vec *out_point);
GF_Ray           1027 include/gpac/maths.h Bool gf_ray_hit_triangle(GF_Ray *ray, GF_Vec *v0, GF_Vec *v1, GF_Vec *v2, Fixed *dist);
GF_Ray           1033 include/gpac/maths.h Bool gf_ray_hit_triangle_backcull(GF_Ray *ray, GF_Vec *v0, GF_Vec *v1, GF_Vec *v2, Fixed *dist);
GF_Ray           3392 src/compositor/compositor.c 		GF_Ray r;
GF_Ray           1377 src/compositor/font_engine.c 		GF_Ray r;
GF_Ray            937 src/compositor/hardcoded_protos.c 			GF_Ray r = tr_state->ray;
GF_Ray            277 src/compositor/mesh_collide.c static void ray_hit_triangle_get_u_v(GF_Ray *ray, GF_Vec *v0, GF_Vec *v1, GF_Vec *v2, Fixed *u, Fixed *v)
GF_Ray            298 src/compositor/mesh_collide.c Bool gf_mesh_aabb_ray_hit(GF_Mesh *mesh, AABBNode *n, GF_Ray *ray, Fixed *closest, SFVec3f *outPoint, SFVec3f *outNormal, SFVec2f *outTexCoords)
GF_Ray            364 src/compositor/mesh_collide.c Bool gf_mesh_intersect_ray(GF_Mesh *mesh, GF_Ray *ray, SFVec3f *outPoint, SFVec3f *outNormal, SFVec2f *outTexCoords)
GF_Ray            434 src/compositor/mesh_collide.c static GFINLINE Bool mesh_collide_triangle(GF_Ray *ray, SFVec3f *v0, SFVec3f *v1, SFVec3f *v2, Fixed *dist)
GF_Ray            495 src/compositor/mesh_collide.c 	GF_Ray r;
GF_Ray            549 src/compositor/mesh_collide.c 	GF_Ray r;
GF_Ray            700 src/compositor/mpeg4_composite.c 		GF_Ray ray;
GF_Ray             31 src/compositor/mpeg4_geometry_2d.c Bool compositor_get_2d_plane_intersection(GF_Ray *ray, SFVec3f *res)
GF_Ray            585 src/compositor/mpeg4_layer_3d.c 		GF_Ray prev_r;
GF_Ray            296 src/compositor/mpeg4_sensors.c 			GF_Ray loc_ray;
GF_Ray            438 src/compositor/mpeg4_sensors.c 			GF_Ray loc_ray;
GF_Ray            869 src/compositor/mpeg4_sensors.c 			GF_Ray loc_ray;
GF_Ray           1012 src/compositor/mpeg4_sensors.c 			GF_Ray r;
GF_Ray           1054 src/compositor/mpeg4_sensors.c 			GF_Ray r;
GF_Ray           1236 src/compositor/mpeg4_sensors.c 				GF_Ray r;
GF_Ray            179 src/compositor/svg_geometry.c 	GF_Ray r;
GF_Ray           1346 src/compositor/visual_manager_3d.c 	GF_Ray r;
GF_Ray           1543 src/compositor/visual_manager_3d.c 		GF_Ray r;
GF_Ray           2023 src/utils/math.c GF_Ray gf_ray(GF_Vec start, GF_Vec end)
GF_Ray           2025 src/utils/math.c 	GF_Ray r;
GF_Ray           2033 src/utils/math.c void gf_mx_apply_ray(GF_Matrix *mx, GF_Ray *r)
GF_Ray           2048 src/utils/math.c Bool gf_ray_hit_box(GF_Ray *ray, GF_Vec box_min, GF_Vec box_max, GF_Vec *outPoint)
GF_Ray           2130 src/utils/math.c Bool gf_ray_hit_sphere(GF_Ray *ray, GF_Vec *center, Fixed radius, GF_Vec *outPoint)
GF_Ray           2163 src/utils/math.c Bool gf_ray_hit_triangle(GF_Ray *ray, GF_Vec *v0, GF_Vec *v1, GF_Vec *v2, Fixed *dist)
GF_Ray           2199 src/utils/math.c Bool gf_ray_hit_triangle_backcull(GF_Ray *ray, GF_Vec *v0, GF_Vec *v1, GF_Vec *v2, Fixed *dist)