public static boolean intersectLineSegmentTriangle(Vector3fc p0, Vector3fc p1, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon, Vector3f intersectionPoint) {
        return intersectLineSegmentTriangle(p0.x(), p0.y(), p0.z(), p1.x(), p1.y(), p1.z(), v0.x(), v0.y(), v0.z(), v1.x(), v1.y(), v1.z(), v2.x(), v2.y(), v2.z(), epsilon, intersectionPoint);
    }
public static boolean intersectLineSegmentTriangle ( Vector3fc p0 , Vector3fc p1 , Vector3fc v0 , Vector3fc v1 , Vector3fc v2 , float epsilon , Vector3f intersectionPoint ) { return intersectLineSegmentTriangle ( p0 . x ( ) , p0 . y ( ) , p0 . z ( ) , p1 . x ( ) , p1 . y ( ) , p1 . z ( ) , v0 . x ( ) , v0 . y ( ) , v0 . z ( ) , v1 . x ( ) , v1 . y ( ) , v1 . z ( ) , v2 . x ( ) , v2 . y ( ) , v2 . z ( ) , epsilon , intersectionPoint ) ; }
Determine whether the line segment with the end points <code>p0</code> and <code>p1</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(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, Vector3f)

@param p0
the line segment's first end point
@param p1
the line segment's second end point
@param v0
the position of the first vertex
@param v1
the position of the second vertex
@param v2
the position 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