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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.

Render of Chain of interlocking oval links
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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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