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Top right [left_edge + height * rotate_vector_cos, rotate_vector_sin * rail_depth] // top horizontal rib // h_wall(h=1.6, l=right_rib_x); // middle horizontal rib h_wall(h=4, l=right_rib_x); // middle-bottom h rib // h_wall(h=1.6, l=right_rib_x); // middle horizontal rib // h_wall(h=4, l=right_rib_x); .

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