docs: public static void generateCuboid(TFloatList positions, TFloatList normals, TFloatList textureCoords, TIntList indices, Vector3f size) {
          /*
           * 4------5
           * |\     |\
           * | 7------6
           * | |    | |
           * 0-|----1 |
           *  \|     \|
           *   3------2
           */
          // Corner positions
          final Vector3f p = size.div(2);
          final Vector3f p6 = new Vector3f(p.getX(), p.getY(), p.getZ());
          final Vector3f p0 = p6.negate();
          final Vector3f p7 = new Vector3f(-p.getX(), p.getY(), p.getZ());
          final Vector3f p1 = p7.negate();
          final Vector3f p4 = new Vector3f(-p.getX(), p.getY(), -p.getZ());
          final Vector3f p2 = p4.negate();
          final Vector3f p5 = new Vector3f(p.getX(), p.getY(), -p.getZ());
          final Vector3f p3 = p5.negate();
          // Face normals
          final Vector3f nx = new Vector3f(1, 0, 0);
          final Vector3f ny = new Vector3f(0, 1, 0);
          final Vector3f nz = new Vector3f(0, 0, 1);
          final Vector3f nxN = new Vector3f(-1, 0, 0);
          final Vector3f nyN = new Vector3f(0, -1, 0);
          final Vector3f nzN = new Vector3f(0, 0, -1);
          // Face x
          addVector(positions, p2);
          addVector(normals, nx);
          addAll(textureCoords, 0, 0);
          addVector(positions, p6);
          addVector(normals, nx);
          addAll(textureCoords, 0, 1);
          addVector(positions, p5);
          addVector(normals, nx);
          addAll(textureCoords, 1, 1);
          addVector(positions, p1);
          addVector(normals, nx);
          addAll(textureCoords, 1, 0);
          addAll(indices, 0, 2, 1, 0, 3, 2);
          // Face y
          addVector(positions, p4);
          addVector(normals, ny);
          addAll(textureCoords, 0, 0);
          addVector(positions, p5);
          addVector(normals, ny);
          addAll(textureCoords, 0, 1);
          addVector(positions, p6);
          addVector(normals, ny);
          addAll(textureCoords, 1, 1);
          addVector(positions, p7);
          addVector(normals, ny);
          addAll(textureCoords, 1, 0);
          addAll(indices, 4, 6, 5, 4, 7, 6);
          // Face z
          addVector(positions, p3);
          addVector(normals, nz);
          addAll(textureCoords, 0, 0);
          addVector(positions, p7);
          addVector(normals, nz);
          addAll(textureCoords, 0, 1);
          addVector(positions, p6);
          addVector(normals, nz);
          addAll(textureCoords, 1, 1);
          addVector(positions, p2);
          addVector(normals, nz);
          addAll(textureCoords, 1, 0);
          addAll(indices, 8, 10, 9, 8, 11, 10);
          // Face -x
          addVector(positions, p0);
          addVector(normals, nxN);
          addAll(textureCoords, 0, 0);
          addVector(positions, p4);
          addVector(normals, nxN);
          addAll(textureCoords, 0, 1);
          addVector(positions, p7);
          addVector(normals, nxN);
          addAll(textureCoords, 1, 1);
          addVector(positions, p3);
          addVector(normals, nxN);
          addAll(textureCoords, 1, 0);
          addAll(indices, 12, 14, 13, 12, 15, 14);
          // Face -y
          addVector(positions, p0);
          addVector(normals, nyN);
          addAll(textureCoords, 0, 0);
          addVector(positions, p3);
          addVector(normals, nyN);
          addAll(textureCoords, 0, 1);
          addVector(positions, p2);
          addVector(normals, nyN);
          addAll(textureCoords, 1, 1);
          addVector(positions, p1);
          addVector(normals, nyN);
          addAll(textureCoords, 1, 0);
          addAll(indices, 16, 18, 17, 16, 19, 18);
          // Face -z
          addVector(positions, p1);
          addVector(normals, nzN);
          addAll(textureCoords, 0, 0);
          addVector(positions, p5);
          addVector(normals, nzN);
          addAll(textureCoords, 0, 1);
          addVector(positions, p4);
          addVector(normals, nzN);
          addAll(textureCoords, 1, 1);
          addVector(positions, p0);
          addVector(normals, nzN);
          addAll(textureCoords, 1, 0);
          addAll(indices, 20, 22, 21, 20, 23, 22);
      }