code: public boolean intersectRay(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, Vector2f result) {
          return Intersectionf.intersectRayAab(originX, originY, originZ, dirX, dirY, dirZ, minX, minY, minZ, maxX, maxY, maxZ, result);
      }
docs: Determine whether the given ray with the origin <code>(originX, originY, originZ)</code> and direction <code>(dirX, dirY, dirZ)</code>
  intersects this AABB, 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 this AABB.
  <p>
  Reference: <a href="https://dl.acm.org/citation.cfm?id=1198748">An Efficient and Robust Ray–Box Intersection</a>
  
  @param originX
  the x coordinate of the ray's origin
  @param originY
  the y coordinate of the ray's origin
  @param originZ
  the z coordinate of the ray's origin
  @param dirX
  the x coordinate of the ray's direction
  @param dirY
  the y coordinate of the ray's direction
  @param dirZ
  the z coordinate of the ray's direction
  @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 this AABB
  @return <code>true</code> if the given ray intersects this AABB; <code>false</code> otherwise