二维向量与几何构造

二维向量与几何构造
几何画板及绘图内容加载中,请稍等……
2020-01-05 03:31
①本范例演示了如何利用二维向量和几何构造绘制标志性的路易威登Logo;②涉及的核心数学概念包括向量、线段、线性函数、比例、等边三角形、圆锥、三角函数等;③作图要点提炼自GeoGebra命令:Line(直线)、OrthogonalLine(垂线)、LineBisector(角平分线)、Vector(向量)、OrthogonalVector(正交向量)、Intersect(交点)、Midpoint(中点)、Mirror(镜像)、Polygon(多边形)、CircleArc(圆弧);④适合高中及以上数学学习者,用于理解向量运算、几何变换及解析几何的综合应用。

GeoGebra 命令及参数

  1. Line(A, B) → s
  2. OrthogonalLine(A, s) → b
  3. LineBisector(A, B) → m
  4. Vector(A, B) → u
  5. OrthogonalVector(u) → v
  6. LineBisector(A, C) → d
  7. Intersect(m, d) → I
  8. OrthogonalLine(V, m) → f_1
  9. OrthogonalLine(A_1, m) → h_1
  10. OrthogonalLine(B_1, m) → i_1
  11. Midpoint(C, A) → J
  12. OrthogonalLine(L, d) → j
  13. Intersect(j, f_1) → F_1
  14. OrthogonalLine(C_1, d) → l_1
  15. Intersect(l_1, f_1) → J_1
  16. OrthogonalLine(D_1, d) → n_1
  17. Intersect(n_1, f_1) → L_1
  18. Intersect(n_1, h_1) → K_1
  19. OrthogonalLine(G_1, d) → j_1
  20. OrthogonalLine(K, d) → i
  21. Mirror(N_1, m) → Q_1
  22. OrthogonalLine(V_1, i_1) → s_1
  23. Intersect(s_1, i_1) → W_1
  24. Mirror(i, m) → i'
  25. Intersect(i, s) → G
  26. OrthogonalLine(T, b) → t
  27. OrthogonalLine(H, b) → r
  28. Intersect(j_1, r) → I_1
  29. Line(F_1, I_1) → k_1
  30. Line(J_1, k_1) → m_1
  31. Intersect(m_1, t) → P_1
  32. Line(P_1, U_1) → p_1
  33. Line(T_1, p_1) → r_1
  34. Intersect(r, r_1) → M_2
  35. Line(C, B) → h
  36. Intersect(i, h) → H_1
  37. Intersect(m, d) → E
  38. OrthogonalLine(C, v, xOyPlane) → f
  39. Intersect(f, m) → U
  40. OrthogonalLine(B, u, xOyPlane) → g
  41. Intersect(g, f) → D
  42. Polygon(A, B, D, C) → q11, a_3, b_2, d_2, c_3
  43. OrthogonalLine(M, d) → k
  44. OrthogonalLine(R, b) → l
  45. OrthogonalLine(S, b) → p
  46. OrthogonalLine(O, m) → c
  47. OrthogonalLine(W, m) → e
  48. Intersect(k, p) → F
  49. Intersect(k, l) → Z
  50. OrthogonalLine(N, b) → n
  51. Intersect(h, n) → Q
  52. Mirror(Q, m) → Q'
  53. Mirror(Q'', m) → Q'_1
  54. Polygon(Q'', Q'_1, Q, Q') → q2, q'', q'_1, q_2, q'
  55. Polygon(Q'_1, D, B, A, Q', Q) → poly2, q, d_1, b_1, a_1, g_1, q_1
  56. OrthogonalLine(P, m) → a
  57. Line(R_1, r_1) → t_1
  58. Intersect(t_1, l) → Z_1
  59. Intersect(m_1, e) → B_2
  60. Line(F, B_2) → c_1
  61. Intersect(p, n_1) → D_2
  62. Line(D_2, c_1) → e_1
  63. Intersect(c, c_1) → E_2
  64. Intersect(c, e_1) → F_2
  65. Line(G_2, c_1) → f_2
  66. Intersect(c_1, f_2) → H_2
  67. Intersect(f_2, a) → I_2
  68. Line(K_2, e_1) → g_2
  69. Polygon(N_1, M_1, U_1, P_1, J_1, L_1, K_1, F_1, I_1, M_2, T_1, Q_1, S_1, W_1, V_1) → poly1, h_2, s_2, t_2, a_2, c_2, e_2, f_3, i_2, j_2, k_2, l_2, m_2, n_2, p_2, r_2
  70. Intersect(g_2, a) → L_2
  71. Polygon(I_2, L_2, S, F, E_2, G_2, K_2, F_2, D_2, C_2, A_2, R_1, Z_1, R) → poly3, g_3, r_3, s_3, f_4, p_3, q_3, h_3, i_3, j_3, k_3, l_3, m_3, n_3, z_1
  72. LineBisector(A_2, C_2) → t_3
  73. Intersect(r_1, t_3) → O_1
  74. CircleArc(O_1, C_2, A_2) → d_3
  75. Polygon(Q', A, C, D, Q'_1, Q'') → poly4, b_3, a_4, c_4, d_4, e_3, g_4
  76. Vector(F, E_2) → w
  77. Vector(I_1, F_1) → u_1
  78. LineBisector(S, N_2) → h_4
  79. Intersect(t, h_4) → S_2
  80. CircleArc(S_2, S, N_2) → e_4
  81. Polygon(S, N_2, F) → t1, f_5, s_4, i_4
  82. Intersect(b, c) → T_2
  83. Mirror(T_2, m) → U_2
  84. Polygon(T_2, U_2, D, C) → q1, j_4, u_2, d_5, c_5
  85. LineBisector(O_2, M_1) → k_4
  86. Intersect(i, k_4) → V_2
  87. CircleArc(V_2, O_2, M_1) → p_4
  88. Polygon(O_2, F_1, M_1) → t2, l_4, o_2, m_4
  89. LineBisector(P_2, K_2) → n_4
  90. Intersect(g_2, n_4) → W_2
  91. LineBisector(Q_2, Q_1) → r_4
  92. Intersect(r_4, i') → Z_2
  93. CircleArc(Z_2, Q_1, Q_2) → t_4
  94. LineBisector(V_1, R_2) → b_4
  95. Intersect(b_4, a) → A_3
  96. CircleArc(A_3, R_2, V_1) → e_5
  97. Polygon(P_2, K_2, F_2) → t3, g_5, h_5, i_5
  98. Polygon(V_1, R_2, U_1) → t4, j_5, v_1, k_5
  99. Polygon(Q_1, Q_2, T_1) → t5, l_5, m_5, n_5
  100. Intersect(n_4, p_1) → J_2
  101. Midpoint(W_2, J_2) → B_3
  102. CircleArc(B_3, K_2, P_2) → q_4
  103. Intersect(c, b) → C_3
  104. Mirror(J, m) → J'
  105. Mirror(C_3, m) → D_3
  106. Polygon(J, C_3, D_3, J') → q3, j_6, p_5, q_5, j'

AI 绘图提示语参考

绘制路易威登标志,使用2D向量和几何构造。首先画出线段AB,然后构造AB的中垂线m,接着画出向量u和它的垂线v,利用这些线构造一系列交点和线段,最终形成标志的轮廓。
以上提示语为根据原始绘图命令整理而来,仅供参考。