Get SVGRect that contains coordinates and dimension of the real bounding box, i.e. after transformations are applied. If `target` is specified, bounding box will be computed relatively to `target` element.
function(withoutTransformations, target) {

            // If the element is not in the live DOM, it does not have a bounding box defined and
            // so fall back to 'zero' dimension element.
            if (!this.node.ownerSVGElement) return { x: 0, y: 0, width: 0, height: 0 };
            
            var box;
            try {

                box = this.node.getBBox();

		// Opera returns infinite values in some cases.
		// Note that Infinity | 0 produces 0 as opposed to Infinity || 0.
		// We also have to create new object as the standard says that you can't
		// modify the attributes of a bbox.
		box = { x: box.x | 0, y: box.y | 0, width: box.width | 0, height: box.height | 0};

            } catch (e) {

                // Fallback for IE.
                box = {
                    x: this.node.clientLeft,
                    y: this.node.clientTop,
                    width: this.node.clientWidth,
                    height: this.node.clientHeight
                };
            }

            if (withoutTransformations) {

                return box;
            }

            var matrix = this.node.getTransformToElement(target || this.node.ownerSVGElement);
            var corners = [];
            var point = this.node.ownerSVGElement.createSVGPoint();


            point.x = box.x;
            point.y = box.y;
            corners.push(point.matrixTransform(matrix));
            
            point.x = box.x + box.width;
            point.y = box.y;
            corners.push(point.matrixTransform(matrix));
            
            point.x = box.x + box.width;
            point.y = box.y + box.height;
            corners.push(point.matrixTransform(matrix));
            
            point.x = box.x;
            point.y = box.y + box.height;
            corners.push(point.matrixTransform(matrix));

            var minX = corners[0].x;
            var maxX = minX;
            var minY = corners[0].y;
            var maxY = minY;
            
            for (var i = 1, len = corners.length; i < len; i++) {
                
                var x = corners[i].x;
                var y = corners[i].y;

                if (x < minX) {
                    minX = x;
                } else if (x > maxX) {
                    maxX = x;
                }
                
                if (y < minY) {
                    minY = y;
                } else if (y > maxY) {
                    maxY = y;
                }
            }

            return {
                x: minX,
                y: minY,
                width: maxX - minX,
                height: maxY - minY
            };
        }