intersectRay( ray, result ) {

			// the idea is to perform the intersection test in the local space
			// of the OBB.
			this.getSize( size );
			aabb.setFromCenterAndSize( v1.set( 0, 0, 0 ), size ); // create a 4x4 transformation matrix

			matrix.setFromMatrix3( this.rotation );
			matrix.setPosition( this.center ); // transform ray to the local space of the OBB

			inverse.copy( matrix ).invert();
			localRay.copy( ray ).applyMatrix4( inverse ); // perform ray <-> AABB intersection test

			if ( localRay.intersectBox( aabb, result ) ) {

				// transform the intersection point back to world space
				return result.applyMatrix4( matrix );

			} else {

				return null;

			}

		}
Performs a ray/OBB intersection test and stores the intersection point
to the given 3D vector. If no intersection is detected, *null* is returned.