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Cone_indents_cutdepth; for (z = [0 : sphere_indents_count]) { z_position = height * rotate_vector_cos; [left_edge, rotate_vector_cos * rail_depth], // top right [left_edge + height * rotate_vector_cos; points = [ [left_edge, rotate_vector_cos * rail_depth], // top right [left_edge + height * rotate_vector_cos, rotate_vector_sin * height], .

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