fn cuboid_edge_bevel_mods(index: usize) -> (Vec3, Vec3) {
    let x = Vec3::X;
    let y = Vec3::Y;
    let z = Vec3::Z;
    let dirs = [
        (z, y),
        (-x, y),
        (-z, y),
        (x, y),
        (x, -y),
        (z, -y),
        (-x, -y),
        (-z, -y),
        (x, z),
        (-x, z),
        (-x, -z),
        (x, -z),
    ];
    dirs[index]
}
// For the rounded corners: the direction in which you need to move
// an edge so that it is located where the edge really is after adding the
// radius to the cuboid
For the rounded corners: the direction in which you need to move
an edge so that it is located where the edge really is after adding the
radius to the cuboid
For the rounded corners : the direction in which you need to move an edge so that it is located where the edge really is after adding the radius to the cuboid
fn cuboid_edge_bevel_mods(index: usize) -> (Vec3, Vec3) {
    let x = Vec3::X;
    let y = Vec3::Y;
    let z = Vec3::Z;
    let dirs = [
        (z, y),
        (-x, y),
        (-z, y),
        (x, y),
        (x, -y),
        (z, -y),
        (-x, -y),
        (-z, -y),
        (x, z),
        (-x, z),
        (-x, -z),
        (x, -z),
    ];
    dirs[index]
}
fn cuboid_edge_bevel_mods ( index : usize ) -> ( Vec3 , Vec3 ) { let x = Vec3 :: X ; let y = Vec3 :: Y ; let z = Vec3 :: Z ; let dirs = [ ( z , y ) , ( - x , y ) , ( - z , y ) , ( x , y ) , ( x , - y ) , ( z , - y ) , ( - x , - y ) , ( - z , - y ) , ( x , z ) , ( - x , z ) , ( - x , - z ) , ( x , - z ) , ] ; dirs [ index ] }
For the rounded corners: the direction in which you need to move
an edge so that it is located where the edge really is after adding the
radius to the cuboid
For the rounded corners : the direction in which you need to move an edge so that it is located where the edge really is after adding the radius to the cuboid
index
usize
index
usize