computes the dot product of an arbitrary vector with the direction of the ray . this method avoids having to call getdirection which would instantiate a new vector object . concode_field_sep float dx concode_elem_sep float dy concode_elem_sep float tMax concode_elem_sep float dz concode_elem_sep float EPSILON concode_elem_sep float ox concode_elem_sep float oy concode_elem_sep float oz concode_elem_sep float tMin concode_field_sep void setMax concode_elem_sep Point3 getPoint concode_elem_sep Ray transform concode_elem_sep float getMin concode_elem_sep Vector3 getDirection concode_elem_sep float getMax concode_elem_sep void normalize concode_elem_sep boolean isInside
float function ( Vector3 arg0 ) { return dx * arg0 . x + dy * arg0 . y + dz * arg0 . z ; }