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36 slot 4 pole winding diagram

deltin55 Yesterday 13:16 views 6

  Here's an English technical explanation for "36 Slot 4 Pole Winding Diagram" tailored for game development purposes:


  Title: 36 Slot 4 Pole Winding Diagram Technical Guide for Game Development


  1. Basic Parameters


Slots: 36 (36 slots per pole pair)
Poles: 4 (2 pole pairs)
Turns per Phase: Typically 24-36 turns (adjustable for game physics)
Phase Configuration: 3-phase (common in motor simulations)
Winding Type: Double-layer wave winding (most efficient for slot count)


  2. Key Calculations


  # Example Python calculations for game physics simulation
slots_per_pole = 36 // 4 = 9 slots/pole
slots_per_phase = 9 * 2 = 18 slots/phase
turns_per_phase = 24 (example value)
winding_factor = (k_open * k_close) / 2  # 0.85-0.95 typical range


  3. Connection Patterns


Phase Sequence: ABC (120° phase separation)
Layer Arrangement:
Front Layer: Even slots (2,4,6,...36)
Back Layer: Odd slots (1,3,5,...35)


End Winding: Overlap 5 slots for mechanical stability


  4. Game Development Implementation Tips


  // Example Unity shader snippet for motor visualization
void CalculateWindingVectors() {
    float slotAngle = 2 * PI * i / 36.0;
    vec2 frontPos = vec2(cos(slotAngle), sin(slotAngle)) * 0.5;
    vec2 backPos = vec2(cos(slotAngle + PI), sin(slotAngle + PI)) * 0.5;
   
    // Color coding by phase
    float phase = floor((i % 18) / 6.0);
    color = vec3(phase == 0 ? 1.0 : (phase == 1 ? 0.5 : 0.0), 1.0, 0.0);
}


  5. Common Game Mechanics Considerations



Motor torque simulation:


Torque = (0.5 * μ * B * I * N * Z) / (R + jωL)
Implement torque-speed curve visualization



Electrical simulation:


  // Unity C# example for basic motor simulation
public class MotorSimulator {
    private float[] phaseCurrents;
   
    void Update() {
        phaseCurrents[0] = CalculateCurrent(PhaseA);
        phaseCurrents[1] = CalculateCurrent(PhaseB);
        phaseCurrents[2] = CalculateCurrent(PhaseC);
        UpdateTorque(phaseCurrents);
    }
}



Visual feedback:


Use particle systems for winding visualization
Implement slot highlight system for debugging




  6. Troubleshooting Guide


No rotation: Check phase sequence (ABC vs ACB)
Unbalanced torque: Verify winding factor calculation
High noise: Reduce end winding overlap (from 5 to 3 slots)
Efficiency drop: Optimize slot pitch (0.9-1.1 slot pitch ratio)


  7. Optimization Strategies



Memory optimization:


Store winding patterns as lookup tables (LUTs)
Use quaternions for 3D rotation calculations



Performance tips:


Precompute winding vectors during initialization


Use LOD system for distant motor views



Physics integration:


Match time steps with electrical cycle times
Implement Verlet integration for accurate torque simulation




  8. Sample Winding Sequence (Part 1 of 2)
Phase A:


Front: 2-3, 8-9, 14-15, 20-21, 26-27, 32-33
Back: 1-2, 7-8, 13-14, 19-20, 25-26, 31-32


  Phase B:


Front: 4-5, 10-11, 16-17, 22-23, 28-29, 34-35
Back: 3-4, 9-10, 15-16, 21-22, 27-28, 33-34


  Phase C:


Front: 6-7, 12-13, 18-19, 24-25, 30-31, 36-1
Back: 5-6, 11-12, 17-18, 23-24, 29-30, 35-36


  9. Validation Checklist


Check pole pair symmetry (each pole should have 9 slots)
Verify phase sequence rotation (A→B→C clockwise)
Confirm end winding continuity (100% connection)
Validate electrical resistance matching (3-phase balance)
Test torque ripple pattern (should show 4-pole harmonic signature)


  This technical guide provides a foundation for implementing accurate motor systems in games while maintaining performance efficiency. Would you like me to elaborate on any specific aspect of the implementation?
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