float baseRightX = x + sideVector.x() * w / 2;
float baseRightY = y + sideVector.y() * w / 2;
float baseRightZ = z + sideVector.z() * w / 2;
float baseLeftX = x - sideVector.x() * w / 2;
float baseLeftY = y - sideVector.y() * w / 2;
float baseLeftZ = z - sideVector.z() * w / 2;
float baseTopX = x + upVector.x() * w / 2;
float baseTopY = y + upVector.y() * w / 2;
float baseTopZ = z + upVector.z() * w / 2;
float baseBottomX = x - upVector.x() * w / 2;
float baseBottomY = y - upVector.y() * w / 2;