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This node creates a set of polygons that connect points together from nearby pieces. This is useful for creating a Constraint Network that constrains or glues together adjacent objects in a simulation.
name primitive attribute is used to determine which primitives in the input geometry belong to each piece. The output geometry contains a
name point attribute to identify the piece that each point belongs to.
Specifies how connections between nearby pieces will be created.
Adjacent Pieces from Points
Each point will be connected to the closest point from another piece. The Max Connections parameter can be used to allow connections to multiple nearby pieces.
Adjacent Pieces from Surface Points
The centroids of nearby pieces will be connected together. Before searching for adjacent pieces, points will be scattered across the surface to aid the detection of close surfaces.
Connections will be made between raw points, ignoring any name attribute. This is useful if the geometry is already packed, or constraints are being built for the sand solver.
Assume Uniform Radius
When connection Adjacent Points, any
pscale attibute found
will be assumed to be the same for all points. This allows
a much faster query to be performed.
Points per Area
When connecting Adjacent Pieces from Surfaces, points are first seeded on the surface of all the objects. There must be enough points for close points to occur to detect close surfaces. This should be scaled down by the square of the geometry size. For example, if your geometry is 10× bigger, you should have 1/100 the points per area.
When connecting Adjacent Pieces from Surfaces, the scattered points will be pushed away from each other to avoid clumping. This is done gradually, to avoid chaotic behavior and to allow control over how much relaxation takes place. More relaxation iterations will result in points that are more separated from each other.
Specifies the maximum allowed distance when searching for nearby points.
If in Adjacent Points mode, this will be multiplied by any
pscale attribute. If
pscale isn’t present, it is treated as 1 so this refers to an absolute distance.
Max Search Points
Specifies an upper limit on the number of nearby points that can be inspected. Lower numbers will improve performance, but run the risk that only points from the same piece will be detected rather than points on nearby pieces, causing connections to be missed.
Specifies an upper limit on the number of pieces that each seed point can be connected to. This is primarily useful when connecting Adjacent Pieces from Points, but may also improve the detection of Adjacent Pieces from Surface Points. However, increasing this value will reduce performance.
Specifies how the centroid is computed.
Center of Mass
Computes the center of mass of the geometry in the same manner as the Bullet solver. This method requires the geometry to contain polygons.
Bounding Box Center
Computes the center of the geometry’s bounding box.
Offset From Centroid
When connecting Adjacent Pieces from Surface Points, each point is moved away from the centroid in the direction of the other point that it is connected to. A value of 0 will leave the point at the centroid, and a value of 1 will move the point to the surface of its piece.
Create Length Attribute
Create a primitive attribute that contains the length of each connection.
Specifies the name of the primitive attribute used to record the length of each connection.
The geometry to find adjacent pieces in.
The following examples include this node.
This example demonstrates how different anchor positions can affect pin constraints.
This example demonstrates how angular motors can be used with pin constraints to create a denting effect.
This example shows how to use a SOP Solver to break spring constraints in a constraint network that have stretched too far.
This example shows how to create a chain of objects that are connected together by pin constraints.
This example shows how to gradually remove glue bonds from a constraint network and control the crumbling of a building.
This example shows how to create a constraint network to glue together adjacent pieces of a fractured object. It also shows how primitive attributes such as 'strength' can be used to modify properties of individual constraints in the network.
This example demonstrates how to use pin constraints to create hinges between objects.
This example shows how to create a simple network of soft constraints, which are used to allow an object to bend before breaking.