 is computed for its geometry
		// this should be done only once (assuming static geometries)
		mesh.geometry.computeBoundingBox();

		// ...

		// in the animation loop, compute the current bounding box with the world matrix
		box.copy( mesh.geometry.boundingBox ).applyMatrix4( mesh.matrixWorld );
		</code>

		<h2>Constructor</h2>

		<h3>[name]( [param:Vector3 min], [param:Vector3 max] )</h3>
		<p>
			[page:Vector3 min] - (optional) [page:Vector3] representing the lower (x,
			y, z) boundary of the box. De