This final step is a second pipeline of topological mappings from an hexahedral mesh to a triangular one, going through Quads.
Press the Edit in Modeler button at the top of this window.
Again, a pre-built scene graph opens in the Modeler. You can also look at the details of the scene in the right panel of this window.
Here we see five nodes, each a child of the previous node. This is a good visual representation of the flow of the collision pipeline.
Starting at the root node, we have all the basic components needed for the scene, including the DefaultPipeline.
Next we come to the Hexahedral Mesh, which includes the Ogl solver to determine the forces that the model will experience.
Once the solver determines the movement of the hexahedrons, the Quad Mesh maps that movement to a quad representation of only the surface of the model.
In turn, the Triangles Mesh maps the movement of the quad representation to a triangular representation. Here we also add springs and constraints to the surface.
Finally, all the information that has been passed down the pipeline is used by Visu to create a visualization of the surface of the model.
Run in SOFA and Animate.
This last step shows another example of topological mappings with a mechanical behavior similar to step Change mesh behaviour.