code: public boolean intersectsBoundingVolume(float ox, float oy, float oz, float dx,
                                              float dy, float dz) {
          return NativeSceneObject.rayIntersectsBoundingVolume(getNative(), ox, oy,
                  oz, dx, dy, dz);
      }
docs: Tests the {@link GVRSceneObject}s hierarchical bounding volume against
  the specified ray.
  
  The ray is defined by its origin {@code [ox, oy, oz]} and its direction
  {@code [dx, dy, dz]}.
  
  <p>
  The ray origin may be [0, 0, 0] and the direction components should be
  normalized from -1 to 1: Note that the y direction runs from -1 at the
  bottom to 1 at the top.
  
  @param ox
  The x coordinate of the ray origin.
  
  @param oy
  The y coordinate of the ray origin.
  
  @param oz
  The z coordinate of the ray origin.
  
  @param dx
  The x vector of the ray direction.
  
  @param dy
  The y vector of the ray direction.
  
  @param dz
  The z vector of the ray direction.
  
  @return <code>true</code> if the input ray intersects with the
  {@link GVRSceneObject}s hierarchical bounding volume,
  <code>false</code> otherwise.