Billede:Moving coil instrument principle.png
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Forklaringsnøgle til tallene på illustrationen:
- Kerne for spolen
- Permanent magnet
- Polsko
- Skala
- Spejlstribe på skala
- Spiralfjeder (1 af 2)
- Spole
- Spolen i hvilestilling
- Spolen ved fuldt udslag
- Spoleåg
- Stilleskrue for mekanisk nulstilling
- Viser
- Viseren i hvilestilling
- Viseren ved fuldt udslag
Lavet af Peo den 24. juli 2005 til artiklen Drejespoleinstrument.
Shows the working principle for a moving coil intrument. Legend for numbers in the illustration:
- Core for moving coil
- Permanent magnet
- Pole "shoe" for focusing magnetic field
- Dial
- Aiming mirror on dial
- Coil spring
- Coil
- Coil at rest
- Coil at full deflection
- Coil yoke
- Adjustment screw for mechanical zero alignment
- Pointer
- Pointer at rest
- Pointer at full deflection
Rendered using POV-Ray (see http://www.povray.org/). The scene description code below supports rendering both of the two sections in this illustration; the overall view at the top, and the close-up below. The two sections were subsequently combined, and the numbers added, in a graphics software package.
/* ======================================================= Demonstrating the principle of a moving coil instrument ------------------------------------------------------- Created by Søren Peo Pedersen - see my user page at http://da.wikipedia.org/wiki/Bruger:Peo ======================================================= */ #declare CloseUp=yes; #declare Fontname="arialbd.ttf"; global_settings {max_trace_level 256} #local txtMetal=texture { pigment {color rgb .5} finish { metallic phong 1 reflection .5 } } #include "functions.inc" #local CoilSpring=isosurface {function {f_spiral(-x,z/5,y,.2,.01,1.34,0,0,0)} contained_by { box {<-2,-2,-.2>,<2,2,.2>} } // container shape accuracy 0.001 // accuracy of calculation [0.001] max_gradient 4 // maximum gradient the function can have [1.1] texture {txtMetal} } #macro txtCoilYoke(Transparency) texture {pigment {color rgbt <.5,1,0,Transparency>} finish {ambient .4}} #end #macro MovingPart(Transparency) #local txtCopper=texture { // Texture for copper wire in coil pigment {color #if (Transparency=0) rgb <.5,.25,.15> #else rgbt <1,.5,.3,Transparency> #end } finish { #if (Transparency=0) metallic 1 reflection rgb <1,.5,.3> phong 1 ambient .4 #end } } #local FramePart=merge { // One of four "sides" in the square-shaped coil difference { // Staright parts of coil yoke box {<-.3,1,-1.00001>,<.3,1.5,1.00001>} box {<-.25,1.05,-2>,<.25,2,2>} txtCoilYoke(Transparency) } difference { // Rounded corners of coil yoke cylinder {<-.3,1,-1>,<.3,1,-1>,.5} box {<-.25,0,-2>,<.25,2,0>} box {<-1,1,-2>,<1,2,-1> inverse} txtCoilYoke(Transparency) } #local n=0; // Outermost layer of windings on coil #while (n<11) cylinder {<-.275+.05*n,1.4,-1.00001>,<-.275+.05*n,1.4,1.00001>,.025 texture {txtCopper}} intersection { torus {.4,.025} box {<0,-1,-1>,<1,1,0>} rotate <0,0,90> translate <-.275+.05*n,1,-1> texture {txtCopper} } #local n=n+1; #end #local n=0; #while (n<7) cylinder {<.225,1.35-.05*n,-1.00001>,<.225,1.35-.05*n,1.00001>,.025 texture {txtCopper}} intersection { torus {.35-.05*n,.025} box {<0,-1,-1>,<1,1,0>} rotate <0,0,90> translate <.225,1,-1> texture {txtCopper} } #local n=n+1; #end } #merge { // The entire mobile coil on its yoke: #object {FramePart} #object {FramePart rotate <90,0,0>} #object {FramePart rotate <180,0,0>} #object {FramePart rotate <270,0,0>} box {<-.03,0,-1.79>,<.03,5,-1.81> // Needle pigment {color rgbt <0,0,0,Transparency>} rotate <0,0,-45> } } #end #declare MagnetPoleShoe=merge { cylinder {<-1.44222,-.9,-.8>,<-1.44222,-.9,.8>,.1} cylinder {<-1.44222, .9,-.8>,<-1.44222, .9,.8>,.1} sphere {<-1.44222,-.9,-.8>,.1} sphere {<-1.44222, .9,-.8>,.1} sphere {<-1.44222,-.9, .8>,.1} sphere {<-1.44222, .9, .8>,.1} cylinder {<-1.44222,-.9,-.8>,<-1.8,-.9,-.8>,.1} cylinder {<-1.44222,-.9, .8>,<-1.8,-.9, .8>,.1} cylinder {<-1.44222, .9,-.8>,<-1.8, .9,-.8>,.1} cylinder {<-1.44222, .9, .8>,<-1.8, .9, .8>,.1} box {<-1.8,.9,-.8>,<-1.44222,1,.8>} box {<-1.8,-1,-.8>,<-1.44222,-.9,.8>} difference { box {<-1.8,-.9,-.9>,<0,.9,.9>} cylinder {<0,0,-5>,<0,0,5>,1.7} } difference { box {<-1.799999,-.837596,-.8>,<0,.837596,.8>} cylinder {<0,0,-5>,<0,0,5>,1.6} } difference { merge { torus {1.7,.1 rotate <90,0,0> translate <0,0,-.8>} torus {1.7,.1 rotate <90,0,0> translate <0,0,.8>} } plane {<0,1,0>,0 rotate <0,0,31.9657>} plane {<0,-1,0>,0 rotate <0,0,-31.9657>} } texture {txtMetal} } #object {MagnetPoleShoe} #object {MagnetPoleShoe scale <-1,1,1>} #if (CloseUp) #object{MovingPart(0) translate <0,0,.000001>} #object {MovingPart(.7) rotate <0,0,90>} #else #object{MovingPart(0) rotate <0,0,21>} #end cylinder {<0,0,-2>,<0,0,-1.5>,.4 txtCoilYoke(0)} cylinder {<0,0,1.5>,<0,0,1.7>,.4 txtCoilYoke(0)} cylinder {<0,0,-2.5>,<0,0,-2>,.1 texture {txtMetal}} cylinder {<0,0,1.7>,<0,0,2.2>,.1 texture {txtMetal}} #object {CoilSpring translate <0,0,1.6>} #object {CoilSpring translate <0,0,-1.6>} merge { // Core inside moving coil cylinder {<0,0,-.9>,<0,0,.9>,.8} cylinder {<0,0,-.8>,<0,0,.8>,.9} torus {.8,.1 rotate <90,0,0> translate <0,0,-.8>} torus {.8,.1 rotate <90,0,0> translate <0,0,.8>} texture {txtMetal} } merge { // Frame & screw for mechanical adjustment difference { box {<-.2,-2,-2.8>,<.2,.2,2.5>} box {<-1,-1.25,-2.2>,<1,1,1.9>} box {<-1,-1.6,-1.5>,<1,1,1.5>} } cylinder {<0,0,-2.8>,<0,0,-3.3>,.2} difference { cylinder {<0,0,-3.3>,<0,0,-4>,.4} sphere {<0,0,-2>,1.6 inverse} box {<-1,-.1,-5>,<1,.1,-3.4>} } pigment {color rgb <0,.5,1>} finish {ambient .4} } difference { // Horse-shoe permanent magnet merge { box {<-3.8,-1,-1>,<3.8,3,1>} cylinder {<0,3,-1.000001>,<0,3,1.000001>,3.8} } box {<-1.8,-2,-2>,<1.8,3,2>} cylinder {<0,3,-2>,<0,3,2>,1.8} pigment { object { union { text {ttf Fontname,"S",1,0 scale 3.1 translate <-3.7,-.85,-1.5>} difference { plane {<-1,0,0>,0} text {ttf Fontname,"N",1,0 scale 3.1 translate <1.9,-.85,-1.5>} } } color rgb 1 color rgb <1,0,0> } } finish {ambient .4} } box {<-4.3,3,-1.7>,<4.3,6,-1.68> // Scale behind needle: pigment { object { union { #local n=0; #while (n<101) #local h=5.1; #if (n/5=int(n/5)) #local h=5.2; #end #if (n/10=int(n/10)) #local h=5.3; #local Number=text {ttf Fontname,str(n/10,0,0),.04,0 scale .5} #object { Number translate <(min_extent(Number).x-max_extent(Number).x)/2,5.35,-1.71> rotate <0,0,45-.9*n> } #end box { <-.01,4.8,-1.71>,<.01,h,-1.69> rotate <0,0,45-.9*n> } #local n=n+1; #end } color rgbt <1,1,1,.5> color rgbt <0,0,0,.5> } } finish {ambient .4} } difference { cylinder {<0,0,-1.7002>,<0,0,-1.7001>,4.75} cylinder {<0,0,-2>,<0,0,-1>,4.55} box {<0,0,-2>,<9,9,-1> inverse rotate <0,0,45>} pigment {color rgb 0} finish {reflection .95} } #declare Spotty=pigment { bozo color_map { [0 color rgb .5] [1 color rgb 1] } scale .05 } sky_sphere { pigment { gradient z pigment_map { [0 Spotty] [.8 Spotty] [.913 color rgb <1,1,1>] [1 color rgb <1,1,1>] } scale 2 translate <0,0,-1> rotate <15.5,28.5,0> } } camera { up <0,1,0> right <.93,0,0> location <-5,5,-9> #if (CloseUp) look_at <0,-.45,-.8> angle 24 #else look_at <-.55,2.4,-.8> #end } light_source {<50,150,100> color rgb 1} light_source {<-100,80,-150> color rgb 1}
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