_setWorldTransformOrigin() {
        // set transformation origin relative to world space as well
        this._boundingRect.world.transformOrigin = new Vec3(
            (this.transformOrigin.x * 2 - 1) // between -1 and 1
            * this._boundingRect.world.width,
            -(this.transformOrigin.y * 2 - 1) // between -1 and 1
            * this._boundingRect.world.height,
            this.transformOrigin.z
        );
    }
Convert our transform origin point from plane space to world space
*