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// 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 rib // h_wall(h=1.6, l=right_rib_x); // bottom horizontal rib h_wall(h=1.6, l=right_rib_x); // one more.

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