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var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
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var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
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return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
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return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
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