Chain of interlocking oval links
In your harnessMesh algorithmMIT
Build a chain of oval (stadium) wire links that hook through each other, as one link mesh instanced by glTF nodes at alternating 90 degree angles. Use it for props, rigging and anchors.

What it takes and gives
- Entry points
- stadium_point, link_mesh, chain, chain_mesh, main
- Parameters
- links, straight, end_radius, wire_radius, clearance, samples, sides
- Complexity
- O(samples * sides) for the link; O(links) nodes
- Axes
- +Y up, metres
Limits. Links are rigid and straight in a line; there is no physics or sag. Contact is only avoided geometrically when end_radius exceeds twice the wire radius plus the clearance (checked). No texture coordinates.
Details
- Kind
- Mesh algorithm
- Engine
- Python 3.10 or later
- Files
- 10 files, 210.8 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands, writes files
- Checked with
- Godot 4.7.2, gl_compatibility, OpenGL 3 driver, Mesa llvmpipe under Xvfb
- Checks
- generator runs system python, generator runs verifier python, gltf strict structure, interpreters agree, example matches generator, godot headless gltf load, godot compatibility render
- Techniques
- Stadium centre line with arc-length parameter, Tube sweep with planar frames, glTF node instancing with quaternion rotations
- Tags
- chain, links, instancing, gltf nodes, sweep, props
- Identity
library.supply.creative_originals.f9b196effe2ed669469cf1dc.bd7d25825b64a82c- Version
bd7d25825b64a82c20efbf186b382db6a846e0d9d83332eb71f67b0ae603947c
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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