Determine whether the line segment with the end points <code>(p0X, p0Y, p0Z)</code> and <code>(p1X, p1Y, p1Z)</code>
intersects the triangle consisting of the three vertices <code>(v0X, v0Y, v0Z)</code>, <code>(v1X, v1Y, v1Z)</code> and <code>(v2X, v2Y, v2Z)</code>,
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection.
<p>
Reference: <a href="http://www.graphics.cornell.edu/pubs/1997/MT97.pdf">
Fast, Minimum Storage Ray/Triangle Intersection</a>
@param p0X
the x coordinate of the line segment's first end point
@param p0Y
the y coordinate of the line segment's first end point
@param p0Z
the z coordinate of the line segment's first end point
@param p1X
the x coordinate of the line segment's second end point
@param p1Y
the y coordinate of the line segment's second end point
@param p1Z
the z coordinate of the line segment's second end point
@param v0X
the x coordinate of the first vertex
@param v0Y
the y coordinate of the first vertex
@param v0Z
the z coordinate of the first vertex
@param v1X
the x coordinate of the second vertex
@param v1Y
the y coordinate of the second vertex
@param v1Z
the z coordinate of the second vertex
@param v2X
the x coordinate of the third vertex
@param v2Y
the y coordinate of the third vertex
@param v2Z
the z coordinate of the third vertex
@param epsilon
a small epsilon when testing line segments that are almost parallel to the triangle
@param intersectionPoint
the point of intersection
@return <code>true</code> if the given line segment intersects the triangle; <code>false</code> otherwise
Determine whether the line segment with the end points <code>(p0X, p0Y, p0Z)</code> and <code>(p1X, p1Y, p1Z)</code> intersects the triangle consisting of the three vertices <code>(v0X, v0Y, v0Z)</code>, <code>(v1X, v1Y, v1Z)</code> and <code>(v2X, v2Y, v2Z)</code>, regardless of the winding order of the triangle or the direction of the line segment between its two end points, and return the point of intersection. <p> Reference: <a href="http://www.graphics.cornell.edu/pubs/1997/MT97.pdf"> Fast, Minimum Storage Ray/Triangle Intersection</a>
@see #intersectLineSegmentTriangle(Vector3d, Vector3d, Vector3d, Vector3d, Vector3d, double, Vector3d)
@param p0X the x coordinate of the line segment's first end point @param p0Y the y coordinate of the line segment's first end point @param p0Z the z coordinate of the line segment's first end point @param p1X the x coordinate of the line segment's second end point @param p1Y the y coordinate of the line segment's second end point @param p1Z the z coordinate of the line segment's second end point @param v0X the x coordinate of the first vertex @param v0Y the y coordinate of the first vertex @param v0Z the z coordinate of the first vertex @param v1X the x coordinate of the second vertex @param v1Y the y coordinate of the second vertex @param v1Z the z coordinate of the second vertex @param v2X the x coordinate of the third vertex @param v2Y the y coordinate of the third vertex @param v2Z the z coordinate of the third vertex @param epsilon a small epsilon when testing line segments that are almost parallel to the triangle @param intersectionPoint the point of intersection @return <code>true</code> if the given line segment intersects the triangle; <code>false</code> otherwise