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

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