Banca Boat (版本2):几何作图与对称性探索
几何画板及绘图内容加载中,请稍等……
这个范例展示了如何通过几何构造和对称性来创建复杂的图形。核心数学概念包括三角形、圆、多边形和对称性。作图要点涉及使用GeoGebra命令如Point、Segment、CircumcircleArc、Mirror等来构建图形。适合初中或高中学生用于学习几何作图和对称性原理。
GeoGebra 命令及参数
Point(yAxis) → ASegment(D, E) → iCircumcircleArc(B, F, D) → cSegment(A, B) → fMirror(B, yAxis) → B'Mirror(F, yAxis) → F'Mirror(D, yAxis) → D'CircumcircleArc(B', F', D') → c'Mirror(A, yAxis) → A'Mirror(B, yAxis) → B'_{1}Segment(A', B'_{1}) → f'Mirror(D, yAxis) → D'_{1}Mirror(E, yAxis) → E'Segment(D'_{1}, E') → i'Line(F, zAxis) → gLine(B, g) → hLine(D, g) → jIntersect(h, p) → CIntersect(g, p) → GIntersect(j, p) → HMirror(C, eq1) → C'Mirror(G, eq1) → G'Mirror(H, eq1) → H'Line(E, g) → kPoint(k) → IPlane(H, G, C) → qIntersect(k, q) → JMidpoint(D, E) → KLine(K, j) → lIntersect(l, q) → LCircumcircleArc(H, L, I) → eMirror(e, eq1) → e'CircumcircleArc(C, G, H) → dMirror(I, r) → I'Mirror(e', r) → e''Mirror(e, r) → e'_{1}Mirror(d, eq1) → d'Polygon(B, B', D', D) → q1, b, b', m, d_1Polygon(A, B, B') → t1, n, a, b_1Polygon(E, D'_{1}, D) → t2, d_2, e_1, d'_{1}LineBisector(B, F) → sLineBisector(D, F, xOyPlane) → tIntersect(s, t) → MSegment(H, D) → g_1Line(M, k) → f_1Angle(D, M, B, space) → αSegment(C, B) → h_1Surface(h_1, α, f_1) → oMirror(M, yAxis) → M'Mirror(f_1, eq1) → i_1Segment(C', B'_{1}) → j_1Segment(H', D'_{1}) → k_1Surface(k_1, α, i_1) → uSegment(I, E) → l_1Segment(H', J) → m_1Polygon(L, D, E, J) → q2, l_2, d_3, e_2, j_2Mirror(q2, eq1) → q2'Mirror(K, r) → K'Mirror(q2', r) → q2''Mirror(q2, r) → q2'_{1}Point(e) → NPoint(e) → OPoint(e) → PPoint(e) → QPoint(e) → RPoint(e) → SPoint(e) → TPoint(e) → UPoint(e) → VPoint(e) → WPoint(e) → ZPoint(e) → A_1Polygon(I, O, Z, A_1, L, J, P, Q, R, S, T, U, V, W) → poly1, i_2, w, z_1, a_1, l_3, j_3, o_1, p_1, q_1, r_1, s_1, t_1, u_1, vMirror(poly1, eq1) → poly1'Mirror(poly1, r) → poly1'_{1}Mirror(poly1', r) → poly1''Point(e) → B_1Point(e) → C_1Point(e) → D_1Point(e) → E_1Point(e) → F_1Point(e) → G_1Point(e) → H_1Point(e) → I_1Point(e) → J_1Point(e) → K_1Point(e) → L_1Point(e) → M_1Point(e) → N_1Polygon(N_1, B_1, K_1, L_1, M_1, L, D, H, C_1, D_1, E_1, F_1, G_1, H_1, I_1, J_1) → poly2, n_1, q_2, r_2, s_2, t_2, l_4, d_4, h_3, c_1, f_2, g_2, h_2, k_2, m_2, n_2, p_2Mirror(poly2, eq1) → poly2'Mirror(poly2, r) → poly2'_{1}Mirror(poly2', r) → poly2''Mirror(c', yAxis) → c''Point(yAxis) → O_1Line(O_1, xAxis) → b_2OrthogonalLine(O_1, q1) → c_2Intersect(c_2, q) → P_1Line(P_1, b_2) → f_3Intersect(f_3, d, 2) → Q_1Intersect(f_3, d', 1) → R_1Segment(Q_1, R_1) → g_3Plane(O_1, Q_1, R_1) → p_3PointIn(p_3) → S_1PointIn(p_3) → T_1CircumcircleArc(Q_1, S_1, T_1) → c_3Mirror(c_3, eq1) → e_3Mirror(T_1, eq1) → U_1Mirror(e_3, r) → k_3Mirror(c_3, r) → q_3Mirror(Q_1, r) → V_1Mirror(R_1, r) → W_1Segment(V_1, W_1) → i_3Mirror(T_1, r) → Z_1Mirror(U_1, r) → A_2Midpoint(A_2, U_1) → B_2Midpoint(A_2, B_2) → C_2Midpoint(B_2, U_1) → D_2Line(A_2, U_1) → a_2Sphere(A_2, C_2) → v_1Sphere(U_1, D_2) → w_1Intersect(a_2, v_1, 1) → E_2Intersect(a_2, w_1, 2) → F_2Segment(E_2, A_2) → m_3Segment(A_2, C_2) → n_3Segment(C_2, B_2) → r_3Segment(B_2, D_2) → s_3Segment(D_2, U_1) → t_3Segment(U_1, F_2) → a_3Mirror(A_2, eq1) → G_2Mirror(C_2, eq1) → H_2Segment(G_2, H_2) → b_3Mirror(E_2, eq1) → I_2Mirror(A_2, eq1) → J_2Segment(I_2, J_2) → f_4Mirror(C_2, eq1) → K_2Mirror(B_2, eq1) → L_2Segment(K_2, L_2) → g_4Mirror(B_2, eq1) → M_2Mirror(D_2, eq1) → N_2Segment(M_2, N_2) → h_4Mirror(D_2, eq1) → O_2Mirror(U_1, eq1) → P_2Segment(O_2, P_2) → i_4Mirror(U_1, eq1) → Q_2Mirror(F_2, eq1) → R_2Segment(Q_2, R_2) → j_4Mirror(U_1, eq1) → S_2Mirror(A_2, eq1) → T_2Mirror(F_2, eq1) → U_2Mirror(E_2, eq1) → V_2Midpoint(R_1, Q_1) → W_2OrthogonalLine(W_2, q) → k_4Intersect(k_4, q1) → Z_2Midpoint(V_1, W_1) → A_3Ray(W_2, A_3) → m_4Intersect(m_4, e_2) → B_3Rotate(B_3, -90°, g_3) → C_3Midpoint(A_3, W_2) → D_3Rotate(D_3, -90°, g_3) → E_3Point(zAxis) → F_3Point(yAxis) → G_3Line(F_3, G_3) → n_4Line(E_3, n_4) → p_4Line(C_3, p_4) → q_4Intersect(n_4, k_4) → H_3Point(q_4) → I_3Sphere(C_3, Z_2) → o_2Intersect(q_4, o_2, 1) → J_3Line(J_3, k_4) → r_4Intersect(p_4, r_4) → K_3Polygon(J_3, K_3, E_3, C_3) → q3, s_4, t_4, a_4, b_4Midpoint(J_3, K_3) → L_3Midpoint(C_3, E_3) → M_3Midpoint(J_3, L_3) → N_3Midpoint(C_3, M_3) → O_3Segment(N_3, O_3) → c_4Midpoint(O_3, N_3) → P_3Midpoint(M_3, L_3) → Q_3Midpoint(M_3, E_3) → R_3Midpoint(L_3, K_3) → S_3Midpoint(R_3, S_3) → T_3Midpoint(O_3, P_3) → U_3Midpoint(M_3, Q_3) → V_3Midpoint(Q_3, L_3) → W_3Midpoint(P_3, N_3) → Z_3Midpoint(O_3, U_3) → A_4Midpoint(M_3, V_3) → B_4Midpoint(U_3, P_3) → C_4Midpoint(V_3, Q_3) → D_4Midpoint(Q_3, W_3) → E_4Midpoint(c_4) → F_4Midpoint(Z_3, F_4) → G_4Midpoint(Z_3, N_3) → H_4Midpoint(W_3, L_3) → I_4Polygon(O_3, M_3, A_4) → t3, g_5, o_3, h_5Polygon(A_4, B_4, M_3) → t4, i_5, j_5, k_5Polygon(A_4, V_3, B_4) → t5, l_5, m_5, v_3Polygon(A_4, U_3, V_3) → t6, n_5, p_5, u_3Polygon(C_4, V_3, U_3) → t7, q_5, r_5, s_5Polygon(C_4, D_4, V_3) → t8, t_5, a_5, b_5Polygon(C_4, Q_3, D_4) → t9, c_5, d_5, e_5Polygon(C_4, F_4, Q_3) → t10, f_6, g_6, h_6Polygon(F_4, G_4, Q_3) → t11, i_6, j_6, k_6Polygon(G_4, E_4, Q_3) → t12, l_6, m_6, n_6Polygon(G_4, W_3, E_4) → t13, p_6, q_6, w_3Polygon(G_4, Z_3, W_3) → t14, r_6, s_6, z_3Polygon(Z_3, H_4, W_3) → t15, t_6, a_6, b_6Polygon(H_4, I_4, W_3) → t16, c_6, d_6, e_6Polygon(H_4, L_3, I_4) → t17, f_7, g_7, h_7Polygon(H_4, N_3, L_3) → t18, i_7, j_7, k_7Midpoint(E_3, K_3) → J_4Midpoint(E_3, J_4) → K_4Midpoint(E_3, K_4) → L_4Midpoint(K_4, J_4) → M_4Midpoint(J_4, K_3) → N_4Midpoint(J_4, N_4) → O_4Midpoint(N_4, K_3) → P_4Polygon(M_3, E_3, L_4, B_4) → q5, e_4, f_5, q_7, r_7Polygon(B_4, V_3, K_4, L_4) → q6, s_7, t_7, a_7, b_7Polygon(V_3, D_4, M_4, K_4) → q7, c_7, d_7, e_7, f_8Polygon(D_4, Q_3, J_4, M_4) → q8, g_8, h_8, i_8, j_8Polygon(Q_3, E_4, O_4, J_4) → q9, k_8, l_8, o_4, m_8Polygon(E_4, W_3, N_4, O_4) → q10, n_8, p_8, q_8, r_8Polygon(W_3, I_4, P_4, N_4) → q11, s_8, t_8, a_8, b_8Polygon(I_4, L_3, K_3, P_4) → q12, c_8, d_8, e_8, f_9Sphere(C_3, O_3) → u_2Sphere(E_3, R_3) → v_2Intersect(q_4, u_2, 2) → Q_4Intersect(p_4, v_2, 2) → R_4Sphere(J_3, N_3) → w_2Sphere(K_3, S_3) → u_4Intersect(q_4, w_2, 1) → S_4Intersect(p_4, u_4, 1) → T_4Sphere(Q_4, C_3) → v_4Intersect(q_4, v_4, 2) → U_4Sphere(R_4, E_3) → w_4Intersect(p_4, w_4, 2) → V_4Midpoint(U_4, V_4) → W_4Midpoint(U_4, W_4) → Z_4Midpoint(O_3, Z_4) → A_5Midpoint(M_3, W_4) → B_5Polygon(M_3, B_5, R_4, E_3) → q13, p_7, g_9, h_9, i_9Polygon(A_5, M_3, O_3) → t19, n_9, p_9, q_9Polygon(A_5, B_5, M_3) → t20, r_9, s_9, t_9Polygon(J_3, N_3, A_5, Q_4) → q4, l_7, m_7, n_7, j_9Sphere(C_3, Q_4) → o_5Intersect(k_4, o_5, 1) → C_5Segment(S_4, U_4) → k_9Segment(T_4, V_4) → l_9Segment(Z_2, C_5) → m_9Segment(J_3, K_3) → a_9Segment(Q_4, R_4) → b_9
AI 绘图提示语参考
绘制一个由三角形、圆和对称性构成的船只模型。首先在y轴上创建点A,然后通过A、B、D等点绘制三角形和圆弧,利用对称轴y轴创建对称点B'、D'等,接着通过这些点和线段构建对称图形,最后利用交点和中点构造其他元素,形成一个复杂的几何图形。
以上提示语为根据原始绘图命令整理而来,仅供参考。