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0) + knob_height - cone_indents_cutdepth; for (z = [0:sphere_number_of_indentations] for (z = [0 : sphere_indents_count]) { z_position = height - v_margin; working_increment = working_height / 5; row_1 = bottom_row + v_margin + 12; row_2 = row_1 + v_margin + 12; top_row = height * rotate_vector_cos; [left_edge, rotate_vector_cos * rail_depth], // top left [left_edge, 0], // drop to axis [left_edge, -extra_depth], // bottom horizontal rib // h_wall(h=4, l=right_rib_x.

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