code: public static boolean intersectRayAab(Rayd ray, AABBd aabb, Vector2d result) {
          return intersectRayAab(ray.oX, ray.oY, ray.oZ, ray.dX, ray.dY, ray.dZ, aabb.minX, aabb.minY, aabb.minZ, aabb.maxX, aabb.maxY, aabb.maxZ, result);
      }
docs: Test whether the given ray intersects given the axis-aligned box
  and return the values of the parameter <i>t</i> in the ray equation <i>p(t) = origin + t * dir</i> of the near and far point of intersection..
  <p>
  This method returns <code>true</code> for a ray whose origin lies inside the axis-aligned box.
  <p>
  If many boxes need to be tested against the same ray, then the {@link RayAabIntersection} class is likely more efficient.
  <p>
  Reference: <a href="https://dl.acm.org/citation.cfm?id=1198748">An Efficient and Robust Ray–Box Intersection</a>
  
  @see #intersectRayAab(double, double, double, double, double, double, double, double, double, double, double, double, Vector2d)
  @see RayAabIntersection
  
  @param ray
  the ray
  @param aabb
  the AABB
  @param result
  a vector which will hold the resulting values of the parameter
  <i>t</i> in the ray equation <i>p(t) = origin + t * dir</i> of the near and far point of intersection
  iff the ray intersects the axis-aligned box
  @return <code>true</code> if the given ray intersects the axis-aligned box; <code>false</code> otherwise