function medusa(base_ring_radius, num_fingers, finger_radius, finger_faces, finger_points, finger_twirl, finger_height) {
var finger_crosssection = nt3d.circle(finger_radius, finger_faces);
var fingers = [];
- for (var i = 0; i < num_fingers; i++) {
- var finger_angle = i / num_fingers;
+ for (var finger_num = 0; finger_num < num_fingers; finger_num++) {
+ var finger_angle = finger_num / num_fingers;
var path = [];
- for (var j = 0; j <= finger_points; j++) {
- var angle = (finger_angle + finger_twirl * j / finger_points) * 2 * Math.PI;
+ for (var finger_point = 0; finger_point <= finger_points; finger_point++) {
+ var angle = (finger_angle + finger_twirl * finger_point / finger_points) * 2 * Math.PI;
var x = base_ring_radius * Math.cos(angle);
var y = base_ring_radius * Math.sin(angle);
- path.push([x, y, finger_height * j / finger_points]);
+ path.push([x, y, finger_height * finger_point / finger_points]);
}
var finger = nt3d.extrude(path, finger_crosssection, [0, 0, 1], nt3d.pathnormals_from_point(path, [0, 0, 0]));
fingers = fingers.concat(finger);