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Rotation rotate_vector_sin = 0.34; // 'y' of rotation left_edge = -rotate_vector_sin * rail_depth; right_edge = height * rotate_vector_cos; points = [ [right_edge, rotate_vector_sin * height + rotate_vector_sin * height], // top horizontal rib // bottom right [right_edge, rotate_vector_sin * height + rotate_vector_sin * height + rotate_vector_sin * rail_depth] // top left [left_edge, 0], // drop to axis [left_edge, -extra_depth.

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