 			var result  : uint 		= 0;
 			var s		: Number	= -myThickness;
 			var t		: Number	= myThickness;
-			
+
 			test = _a * myX1 + _b * myY1 + _c * myZ1 - _d;
 			result = ((test >= s && test <= t) ? POINT_COINCIDING
 											 : ((test < 0.) ? POINT_BEHIND
 														    : POINT_INFRONT)) << 16;
-			
+
 			test = _a * myX2 + _b * myY2 + _c * myZ2 - _d;
 			result |= ((test >= s && test <= t) ? POINT_COINCIDING
 											  : ((test < 0.) ? POINT_BEHIND
 														     : POINT_INFRONT)) << 8;
-			
+
 			test = _a * myX3 + _b * myY3 + _c * myZ3 - _d;
 			result |= (test >= s && test <= t) ? POINT_COINCIDING
 											 : ((test < 0.) ? POINT_BEHIND

										myThickness : Number = DEFAULT_THICKNESS) : uint
		{
			var dist	: Number	= _a * myX + _b * myY + _c * myZ - _d;
			
			return (dist >= -myThickness && dist <= myThickness) ? POINT_COINCIDING
														   		 : (dist < 0. ? POINT_BEHIND
											 								  : POINT_INFRONT);
		}
		
		/**
		 * Test a 3D ray is coinciding, infront or behind the plane.
		 * @param	myOrigin

			_b = myB;
			_c = myC;
			_d = myD;

			normalize();
		}

		public function normalize() : Number
		{
			var mag	: Number	= Math.sqrt(_a * _a + _b * _b + _c * _c);

			if (mag && mag != 1.)
			{
				_a /= mag;
