if (dirDotEdge1xDiff >= 0.0f) {
if (!quad ? dirDotDiffxEdge2 + dirDotEdge1xDiff <= dirDotNorm : dirDotEdge1xDiff <= dirDotNorm) {
float diffDotNorm = -sign * diff.dot(norm);
if (diffDotNorm >= 0.0f) {
// this method always returns
vars.release();
// ray intersects triangle
// if storage vector is null, just return true,
if (store == null) {
return true;