code: function (transformMatrix) {
                  if (!transformMatrix) {
                      throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "WWMath", "boundingRectForUnitQuad",
                          "missingMatrix"));
                  }
  
                  var m = transformMatrix,
                  // transform of (0, 0)
                      x1 = m[3],
                      y1 = m[7],
                  // transform of (1, 0)
                      x2 = m[0] + m[3],
                      y2 = m[4] + m[7],
                  // transform of (0, 1)
                      x3 = m[1] + m[3],
                      y3 = m[5] + m[7],
                  // transform of (1, 1)
                      x4 = m[0] + m[1] + m[3],
                      y4 = m[4] + m[5] + m[7],
                      minX = Math.min(Math.min(x1, x2), Math.min(x3, x4)),
                      maxX = Math.max(Math.max(x1, x2), Math.max(x3, x4)),
                      minY = Math.min(Math.min(y1, y2), Math.min(y3, y4)),
                      maxY = Math.max(Math.max(y1, y2), Math.max(y3, y4));
  
                  return new Rectangle(minX, minY, maxX - minX, maxY - minY);
              }
docs: Computes the bounding rectangle for a unit quadrilateral after applying a transformation matrix to that
  quadrilateral.
  @param {Matrix} transformMatrix The matrix to apply to the unit quadrilateral.
  @returns {Rectangle} The computed bounding rectangle.