Written by Paul Bourke
r1 = 0.25, r2 = 0.25, periodlength=3.0, cycles = 4
This note describes one of many ways to describe a spring. The method
used here is chosen because of the ease in which it can be used to
describe a spring in a format suitable for computer modelling and rendering
r1 = 0.5, r2 = 0.5, periodlength=1.5, cycles = 3
The formula below gives a point on the surface of a spring in Cartesian
coordinates. It is a parametric equation in terms of parameters u and v.
Both range from 0 to 2 pi, increasing u will give multiple windings.
x = [1 - r1 * cos(v)] * cos(u)
y = [1 - r1 * cos(v)] * sin(u)
z = r2 * [sin(v) + periodlength * u / pi]
Using these formula to create the 4 vertices of facets is fairly
straightforward, see the C source code given below. Basically one
evaluates the function for the parameters (u,v), (u+du,v), (u+du,v+dv),
(u,v+dv) where du and dv are small increments, the exact amount
depends on how smoothly one wants the surface to be represented.
r1 = 0.2, r2 = 0.2, periodlength=1.0, cycles = 3
The examples on the right illustrate a small subset of the springs
that can be created using the above formula.
The parameters shown in red beside each example should make sense.
For example, the number of cycles can be counted on the springs.
The length of one winding is called the periodlength. The two
radii determine the cross-section of the spring, circles for
when r1 = r2 and squashed rings when r1 != r2.
r1 = 0.2, r2 = 0.5, periodlength=1.5, cycles = 3
Some exercises for the reader.....(1) this can easily be turned into
a spring spiral by scaling the x and y values by some function of u.
(2) Many rendering programs might insist on descriptions of solid
objects in which case a cap will be needed on the ends of the spring.
(3) The resolution of the facet approximation could be automatically
determined by the number of cycles.
r1 = 0.5, r2 = 0.2, periodlength=1.5, cycles = 5
A simple piece of C code is given here:
spring.c. It creates a faceted approximation
to a spring including the calculation of unit normals for smooth
shading. In this example the facets are written in
geom format, it should be easy
to modify the code to export in a format suited to your application.
The images given here were rendered using OpenGL.
Suggested improvement by Stefan Potrykus|
It is pointed out that a distortion occurs for large values of periodlength.
The proposed correction for the value of z is as follows:
z = r2 * sin(v) * sqr(1+(periodlength / pi)*(periodlength / pi)) + periodlength * u / pi
Alternatively reformulated as follows
x = [R - r * cos(v)] * cos(u)
y = [R - r * cos(v)] * sin(u)
z = r * sin(v) * sqr(1 + h2/R2) + h * u
where h = periodlength / pi
x = [R + r * cos(v)] * cos(u) + h * r * sin(v) * sin(u) / w
y = [R + r * cos(v)] * sin(u) - h * r * sin(v) * cos(u) / w
z = h * v + 2 * pi * R * r * sin(v) / w
where w = sqrt((2 * pi * a)2 + h2)