 		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
 		{

		 * @param	myTarget
		 * @return
		 */
		public final function testRay(origin 	: Vector4,
									  target	: Vector4) : uint
		{
			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;

			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;
		}
