In this code, a forced refresh of bounding info is called in the constructor, which can cause performance issue when creating a lot of instances, since it requires to iterate through all vertices.
But in case bone or morph target does not exist on source mesh, there should be a much faster approuch.
if (no bones and no morph targets) {
let bi = this.sourceMesh.getBoundingInfo();
this.buildBoundingInfo(bi.minimum, bi.maximum);
} else {
this.refreshBoundingInfo(true, true);
}