 		minko_math var _d		: Number	= 0.;
 		minko_math var _normal	: Vector4	= new Vector4();
 
-		public function get a() : Number	{ return _a; }
-		public function get b() : Number	{ return _b; }
-		public function get c() : Number	{ return _c; }
-		public function get d() : Number	{ return _d; }
+		public function get a() : Number
+		{
+			return _a;
+		}
+		public function get b() : Number
+		{
+			return _b;
+		}
+		public function get c() : Number
+		{
+			return _c;
+		}
+		public function get d() : Number
+		{
+			return _d;
+		}
 		
 		public function get normal() : Vector4
 		{

			var scale : Number = _a * v.x + _b * v.y + _c * v.z;
			
			out ||= new Vector4();
			out.set(v._vector.x - scale * _a,
					v._vector.y - scale * _b,
					v._vector.z - scale * _c);
			
			return out;
		}

		 * @param	myTarget
		 * @return
		 */
		public final function testRay(ray : Ray) : uint
		{
			var origin		: Vector4 	= ray.origin;
			var target		: Vector4	= ray.direction;
			var distOrigin 	: Number 	= _a * origin._vector.x + _b * origin._vector.y + _c * origin._vector.z - _d;
			var distTarget 	: Number 	= _a * target._vector.x + _b * target._vector.y + _c * target._vector.z - _d;
			var r 			: uint 		= 0;

			if (distOrigin > 0.)
				r &= A_INFRONT;
