code: public static boolean intersectRayAab(Vector3dc origin, Vector3dc dir, Vector3dc min, Vector3dc max, Vector2d result) {
          return intersectRayAab(origin.x(), origin.y(), origin.z(), dir.x(), dir.y(), dir.z(), min.x(), min.y(), min.z(), max.x(), max.y(), max.z(), result);
      }
docs: Test whether the ray with the given <code>origin</code> and direction <code>dir</code>
  intersects the axis-aligned box specified as its minimum corner <code>min</code> and maximum corner <code>max</code>,
  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 origin
  the ray's origin
  @param dir
  the ray's direction
  @param min
  the minimum corner of the axis-aligned box
  @param max
  the maximum corner of the axis-aligned box
  @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