/// The minimum voxel and size of a quad, without an orientation. To get the
/// actual corners of the quad, combine with an [`OrientedBlockFace`].
///
/// When using these values for materials and lighting, you can access them
/// using either the quad's minimum voxel coordinates or the vertex coordinates
/// given by `OrientedBlockFace::quad_corners`.
/// A quad covering a single voxel (just a single block face), without an
/// orientation. To get the actual corners of the quad, combine with an
/// [`OrientedBlockFace`].