var angle = (finger_angle + twirl_angle * finger_progress) * 2 * Math.PI;
var x = ring_radius * Math.cos(angle);
var y = ring_radius * Math.sin(angle);
- path.push([x, y, params.finger_height * finger_progress]);
+ var z = params.finger_height * finger_progress;
+ path.push([x, y, z]);
}
return nt3d.extrude(path, finger_crosssection, [0, 0, 1], nt3d.pathnormals_from_point(path, [0, 0, 0]));
}