code: public final float[] getPickRay()
      {
          synchronized (this)
          {
              mPickRay[0] = mRayOrigin.x;
              mPickRay[1] = mRayOrigin.y;
              mPickRay[2] = mRayOrigin.z;
              mPickRay[3] = mRayDirection.x;
              mPickRay[4] = mRayDirection.y;
              mPickRay[5] = mRayDirection.z;
          }
          return mPickRay;
      }
docs: Get the current ray to use for picking.
  <p/>
  If the picker is attached to a scene object,
  this ray is derived from the scene object's transform.
  The origin of the ray is the translation component
  of the total model matrix and the ray direction
  is the forward look vector.
  <p/>
  If not attached to a scene object, the origin of the
  ray is the position of the viewer and its direction
  is where the viewer is looking.
  <p>
  You can get the pick ray in world coordinates instead of
  with respect to the camera by calling {@link #getWorldPickRay(Vector3f, Vector3f)}.
  @return pick ray in local or camera coordinates