question: for most objects this method simply calls intersect other ; for triangles the orientation of the hit scalar product of ray and triangle 's normal vectors is stored as an additional coordinate concode_field_sep PointND min concode_elem_sep PointND max concode_elem_sep String name concode_elem_sep long serialVersionUID concode_elem_sep Plane3D[] boundingPlanes concode_field_sep void setName concode_elem_sep String getName concode_elem_sep ArrayList<PointND> intersect concode_elem_sep PointND getMax concode_elem_sep ArrayList<PointND> getHitsOnBoundingBox_slow concode_elem_sep void applyTransform concode_elem_sep int getInternalDimension concode_elem_sep boolean isBounded concode_elem_sep void generateBoundingPlanes concode_elem_sep void generateBoundingPlanes concode_elem_sep PointND[] getRasterPoints concode_elem_sep PointND getMin concode_elem_sep AbstractShape clone concode_elem_sep int getDimension concode_elem_sep PointND evaluate concode_elem_sep ArrayList<PointND> getHitsOnBoundingBox
target: ArrayList < PointND > function ( AbstractCurve arg0 ) { return intersect ( arg0 ) ; }