I'd like to build something like rigid origami in 3D space. So I need some mesh where each vertex is a particle and the set of the edges makes a chains/fabric where each edge is a "fixed length" spring and can drag the linked vertices.
I have no big experience with such a physical simulation, I have just made some experiments with verlet physics and the typical "cloth simulation". This is nice but each edge is deformed, streched or shrunken. And this is not good when you talk about rigid origami simulation.
Is there a way to make the verlet physics spring as a fixed length edges? Or maybe some different simulation engine I don't know? Inverse kinematic? Something else? I've seen in this question that Box2D can handle fixed length joints but it is in 2D only.
I'm not asking for a language-specific problem but just for information I'm using Java, OpenGL (JOGL), and toxiclibs.