_computeWebGLBoundingRect() {
        // get our world space bouding rect
        const worldBBox = this._getWorldCoords();

        // normalize worldBBox to (0 -> 1) screen coordinates with [0, 0] being the top left corner and [1, 1] being the bottom right
        let screenBBox = {
            top: 1 - (worldBBox.top + 1) / 2,
            right: (worldBBox.right + 1) / 2,
            bottom: 1 - (worldBBox.bottom + 1) / 2,
            left: (worldBBox.left + 1) / 2,
        };

        screenBBox.width = screenBBox.right - screenBBox.left;
        screenBBox.height = screenBBox.bottom - screenBBox.top;

        // return our values ranging from 0 to 1 multiplied by our canvas sizes + canvas top and left offsets
        this._boundingRect.worldToDocument = {
            width: screenBBox.width * this.renderer._boundingRect.width,
            height: screenBBox.height * this.renderer._boundingRect.height,
            top: screenBBox.top * this.renderer._boundingRect.height + this.renderer._boundingRect.top,
            left: screenBBox.left * this.renderer._boundingRect.width + this.renderer._boundingRect.left,

            // add left and width to get right property
            right: screenBBox.left * this.renderer._boundingRect.width + this.renderer._boundingRect.left + screenBBox.width * this.renderer._boundingRect.width,
            // add top and height to get bottom property
            bottom: screenBBox.top * this.renderer._boundingRect.height + this.renderer._boundingRect.top + screenBBox.height * this.renderer._boundingRect.height,
        };
    }
Transpose our plane corners coordinates from world space to document space
     Sets an object with the accurate plane WebGL bounding rect relative to document
*