code: public static boolean intersectRaySphere(Vector3dc origin, Vector3dc dir, Vector3dc center, double radiusSquared, Vector2d result) {
          return intersectRaySphere(origin.x(), origin.y(), origin.z(), dir.x(), dir.y(), dir.z(), center.x(), center.y(), center.z(), radiusSquared, result);
      }
docs: Test whether the ray with the given <code>origin</code> and normalized direction <code>dir</code>
  intersects the sphere with the given <code>center</code> and square radius <code>radiusSquared</code>,
  and store the values of the parameter <i>t</i> in the ray equation <i>p(t) = origin + t * dir</i> for both points (near
  and far) of intersections into the given <code>result</code> vector.
  <p>
  This method returns <code>true</code> for a ray whose origin lies inside the sphere.
  <p>
  Reference: <a href="http://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection">http://www.scratchapixel.com/</a>
  
  @param origin
  the ray's origin
  @param dir
  the ray's normalized direction
  @param center
  the sphere's center
  @param radiusSquared
  the sphere radius squared
  @param result
  a vector that will contain the values of the parameter <i>t</i> in the ray equation
  <i>p(t) = origin + t * dir</i> for both points (near, far) of intersections with the sphere
  @return <code>true</code> if the ray intersects the sphere; <code>false</code> otherwise