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)