Bounds Bounds::transform(const mat4& m) const { Bounds b; b.addPoint(m * vec3(llf_.x, llf_.y, llf_.z)); b.addPoint(m * vec3(urb_.x, llf_.y, llf_.z)); b.addPoint(m * vec3(llf_.x, urb_.y, llf_.z)); b.addPoint(m * vec3(llf_.x, llf_.y, urb_.z)); b.addPoint(m * vec3(urb_.x, urb_.y, llf_.z)); b.addPoint(m * vec3(llf_.x, urb_.y, urb_.z)); b.addPoint(m * vec3(urb_.x, llf_.y, urb_.z)); b.addPoint(m * vec3(urb_.x, urb_.y, urb_.z)); return b; }