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0], // drop to axis [left_edge, -extra_depth], // top right [left_edge + height * rotate_vector_cos, rotate_vector_sin * height], // top right [left_edge + height * rotate_vector_cos; [left_edge, rotate_vector_cos * rail_depth], // top horizontal rib // h_wall(h=1.6, l=right_rib_x); // middle-bottom h.

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