rugby 转换踢球点位置分析

rugby 转换踢球点位置分析
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2015-09-23 02:57
本范例演示如何确定足球转换踢球点位置,涉及圆、轨迹、比例等数学概念。作图要点包括使用GeoGebra命令如Intersect、Locus、OrthogonalLine等构建几何图形。适合高中生或数学爱好者学习几何作图与函数图像分析。

GeoGebra 命令及参数

  1. Intersect(xAxis, yAxis) → A
  2. Polygon(A, B, C, D) → poly1, a, b, c, d
  3. Point(c) → TryLocation
  4. Segment((x(TryLocation), 50), (x(TryLocation), 100)) → kicksegment
  5. OrthogonalLine(TryLocation, c) → a_2
  6. Point(kicksegment) → KickSpot
  7. Vector(KickSpot, centreposts) → goaldirection
  8. OrthogonalLine(G, d) → e
  9. OrthogonalLine(F, d) → f
  10. OrthogonalLine(E, d) → g
  11. Intersect(e, b) → H
  12. Intersect(f, b) → I
  13. Intersect(g, b) → J
  14. Polygon(M, D, C, N) → poly2, m, d_1, c_1, n
  15. Polygon(A, K, L, B) → poly3, a_1, k, l, b_1
  16. Segment(O, A_1) → h
  17. Segment(P, B_1) → i
  18. Segment(Z, W) → j
  19. Segment(Q, U) → p
  20. Segment(R, V) → q
  21. Segment(T, S) → r
  22. Segment(D, C) → s
  23. Segment(F, I) → t_2
  24. Segment(A, B) → e_1
  25. Segment(M, K) → f_1
  26. Segment(K, L) → g_1
  27. Segment(L, N) → h_1
  28. Segment(N, M) → i_1
  29. Segment(C_1, D_1) → j_1
  30. Segment(G_1, H_1) → k_1
  31. Segment(I_1, J_1) → l_1
  32. Segment(E_1, F_1) → m_1
  33. Segment(L_1, K_1) → n_1
  34. Segment(N_1, M_1) → p_1
  35. Segment(Q_1, O_1) → q_1
  36. Segment(R_1, P_1) → r_1
  37. Segment(G, H) → s_1
  38. Segment(E, J) → t_1
  39. Segment(Q, KickSpot) → b_2
  40. Segment(KickSpot, R) → c_2
  41. Angle(R, KickSpot, Q) → α
  42. OrthogonalLine(centreposts, c) → centreline
  43. Segment(centreposts, TryLocation) → f_2
  44. Circle(Q, f_2) → g_2
  45. Intersect(g_2, centreline, 2) → centrecross
  46. Circle(centrecross, Q) → h_2
  47. OrthogonalLine(centrecross, centreline) → i_2
  48. Intersect(h_2, i_2) → W_1, BestSpot
  49. Locus(BestSpot, TryLocation) → loc1
  50. OrthogonalPlane(KickSpot, goaldirection) → o
  51. CornerThreeD(-1, 11) → S_1
  52. CornerThreeD(-1, 11) → EP
  53. CornerThreeD(-1, 1) → T_1
  54. CornerThreeD(-1, 2) → U_1
  55. CornerThreeD(-1, 3) → V_1
  56. CornerThreeD(-1, 4) → Z_1
  57. CornerThreeD(-1, 5) → A_2
  58. CornerThreeD(-1, 6) → B_2
  59. CornerThreeD(-1, 7) → C_2
  60. Midpoint(CornerThreeD[-1, 1], CornerThreeD[-1, 7]) → VCENTRE
  61. Vector(VCENTRE - EP) → VDIR
  62. UnitVector(VDIR) → UVDIR
  63. Circle(Q, R, KickSpot) → d_2
  64. Vector(KickSpot, Aimspot) → kickdir
  65. UnitVector(kickdir) → unitkickdir
  66. LaTeX(α, true, true) → text1
  67. CurveCartesian(xball(tt), yball(tt), zball(tt), tt, 0, maxt) → u_1
  68. Intersect(d_2, a_2) → Anglespot1, Anglespot2
  69. Segment(Q, Anglespot1) → j_2
  70. Segment(R, Anglespot1) → k_2
  71. Segment(R, Anglespot2) → l_2
  72. Segment(Q, Anglespot2) → m_2
  73. Polygon(Q, U, U + (0.3, 0), Q + (0.3, 0)) → q1, q_2, u_2, n_2, r_2
  74. Polygon(T, S, S + (0, 0, 0.3), T + (0, 0, 0.3)) → q2, s_2, e_2, f_3, i_3
  75. Polygon(R, V, V + (-0.3, 0), R + (-0.3, 0)) → q3, r_3, v_2, g_3, h_3

AI 绘图提示语参考

画一个橄榄球场地,标出尝试点、球门线和中心线。从尝试点垂直向上画一条线到球门线,交点处标记为踢球点。以踢球点为中心,画一个圆与球门线交于两点,再画两条线分别垂直于中心线和踢球点与圆上一点的连线,这两条线的交点即为最佳射门点。
以上提示语为根据原始绘图命令整理而来,仅供参考。