computeBoundingBox() {

		if ( this.boundingBox === null ) {

			this.boundingBox = new Box3();

		}

		const position = this.attributes.position;
		const morphAttributesPosition = this.morphAttributes.position;

		if ( position && position.isGLBufferAttribute ) {

			console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );

			this.boundingBox.set(
				new Vector3( - Infinity, - Infinity, - Infinity ),
				new Vector3( + Infinity, + Infinity, + Infinity )
			);

			return;

		}

		if ( position !== undefined ) {

			this.boundingBox.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					_box$2.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$8.addVectors( this.boundingBox.min, _box$2.min );
						this.boundingBox.expandByPoint( _vector$8 );

						_vector$8.addVectors( this.boundingBox.max, _box$2.max );
						this.boundingBox.expandByPoint( _vector$8 );

					} else {

						this.boundingBox.expandByPoint( _box$2.min );
						this.boundingBox.expandByPoint( _box$2.max );

					}

				}

			}

		} else {

			this.boundingBox.makeEmpty();

		}

		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

			console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

		}

	}
Computes the bounding box of the geometry, and updates the `boundingBox` member.
The bounding box is not computed by the engine; it must be computed by your app.
You may need to recompute the bounding box if the geometry vertices are modified.