Three bar linkages
This is a three bar linkage. Drag the gray points to modify the length
of the bars.
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To construct three bar linkages, one needs to take care of the two different
intersection points of two circles.
The interactive geometry tool
provides three different versions of 'intersection point of two
circles:
- Left intersection point. One of the two circles is the
first and the other one is the second circle. The left intersection
point of the two circles is now the one a your left when you look from
the center of the first circle to the center of the second.
- Right intersection point.
- Alternating intersection point. This is the version will
will use for the three bar linkages. First, the alternating intersection
point is just the left intersection point. But if it happens that
the left intersection point is not defined (because the circles do not
intersect at all!), the alternating intersection point switches - from
now on, it will be the right intersection point until it happens again
that the circles do not intersect.
Why this alternating intersection point?
As we already mentioned before, with this feature, one is able to
construct three bar linkages. Drag the points M1 or M2 in the
following construction to understand the concept of an alternating
intersection point:
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Now all we need to do to get a three bar linkage, is the following:
- As a starting point, we again take two circles C1 and C2 with centers M1 and
M2, respectively.
- Then, we define the first bar by first taking a 'point on a line'
P on C2 and then connecting R with M2.
- To define the second bar, the alternating intersection point will
be involved. Draw a circle C3 (with the radius defined by the distance
between 2 other points) around R and call its alternating intersection
point with C1 S. The second bar is now the line between S and R.
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For the third bar, just connect S and M1 by a line.
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If you now drag the point R, you will see how it works.
To animate R automaticly, all you need to do is to chose in the
context menu: mode -> movie, and then click on the point R.
But why does this yield to what we wanted to get?
Why doesn't the point R run around the whole circle in one direction,
but turns around at the right point on the circle?
This behaviour is controlled by the 'run-type' of the 'point on a line' R.
Compare the two animations below to understand the difference between
the two run-types.
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Here is a listing of all the run-types we implemented:
- 0: run forwards
- 1: run backwards
- 2: run forwards until an object is undefined, then turn around, etc.
- 3: run backwards until an object is undefined, then turn around, etc.
- 4: run forwards from the start to the end, then turn around and
run back to the start, etc.
- 5: run forwards from the end to the start, then turn around and
run forwards to the end, etc.
Combining the three bar linkage with the feature of running points, we can construct figures
like the following:
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The red line is the locus of the red point when the blue one runs.
Drag the green points to modify the figure and the blue one to see the
red point running on the figure.
Again, you can start a movie (context menu -> mode -> movie -> click
on the blue point).
References
© Oliver Labs,
Algebraic
Geometry Group,
University of Mainz,
Germany
Interactive Geometry Project,
impressum