维维安定理探索

维维安定理探索
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2019-05-07 23:29
①本范例演示维维安定理,即立方体顶点到相对面的距离之和等于立方体的高;②涉及核心数学概念包括立体几何、向量、导数和几何作图;③作图要点提炼自构造摘要,使用了Polygon、Point、Circle、Intersect、Line、PointIn、OrthogonalLine、Segment、Angle、Rotate、Ray、Vector、Translate、Mirror等GeoGebra命令和对象;④适合高中及以上学生学习和探索几何定理。

GeoGebra 命令及参数

  1. Polygon(B, C, 3) → poly1, a, b, c, A
  2. Point(a) → U
  3. Circle(U, 0.01) → f_1
  4. Intersect(f_1, b, 1) → Z
  5. Line(Z, a) → h_2
  6. Intersect(h_2, c) → A_1
  7. Intersect(f_1, a, 1) → V
  8. Line(V, b) → g_2
  9. Intersect(g_2, c) → W
  10. Polygon(W, A_1, V) → t1, i_2, k_2, n_2
  11. PointIn(t1) → M
  12. OrthogonalLine(M, b) → d
  13. OrthogonalLine(M, a) → e
  14. OrthogonalLine(M, c) → f
  15. Intersect(d, b) → P
  16. Intersect(e, a) → N
  17. Intersect(f, c) → Q
  18. Segment(M, P) → g
  19. Segment(M, Q) → h
  20. Segment(M, N) → i
  21. Segment(A, Q) → j
  22. Segment(B, N) → k
  23. Segment(C, P) → l
  24. Angle(M, Q, A) → α
  25. Angle(M, P, C) → β
  26. Angle(M, N, B) → γ
  27. Segment(A, M) → p
  28. Segment(B, M) → q
  29. Segment(M, C) → r
  30. Rotate(P, 30°, M) → P'
  31. Angle(P, M, P') → δ
  32. Ray(M, P') → s
  33. Intersect(b, s) → D
  34. Intersect(i, poly1) → E, E_1
  35. Polygon(D, M, 3) → poly2, t, a_1, b_1, F
  36. Segment(M, F) → c_1
  37. Segment(M, D) → d_1
  38. OrthogonalLine(D, a_1) → e_1
  39. Intersect(a_1, c_1) → G
  40. Intersect(a_1, c_1) → H
  41. Intersect(e_1, a_1) → I
  42. Rotate(N, 30°, M) → N'
  43. Angle(N, M, N') → ε
  44. Ray(M, N') → g_1
  45. Intersect(a, g_1) → J
  46. Polygon(J, M, 3) → poly3, h_1, i_1, j_1, K
  47. Line(M, a) → k_1
  48. Intersect(c, k_1) → L
  49. Polygon(L, M, 3) → poly4, l_1, m_1, n_1, O
  50. OrthogonalLine(O, k_1) → p_1
  51. Intersect(k_1, p_1) → R
  52. Segment(O, R) → q_1
  53. Segment(M, K) → r_1
  54. Segment(M, J) → s_1
  55. Segment(D, A) → t_1
  56. Point(t_1) → S
  57. Vector(D, S) → u
  58. Translate(poly2, u) → poly2'
  59. Translate(D, u) → D'
  60. Translate(I, u) → I'
  61. Segment(D', I') → a_2
  62. Translate(M, u) → M'
  63. Translate(F, u) → F'
  64. Segment(M', F') → b_2
  65. Mirror(J, N) → J'
  66. Polygon(B, L, M, J') → q1, b_3, l_2, m_2, j'
  67. Polygon(A, O, M', S) → q2, a_3, o_1, m', s_2
  68. Point(b) → T
  69. Polygon(M, F, T, J) → q3, m_3, f_2, t_2, j_2
  70. Translate(M, u) → M'_1
  71. Translate(P, u) → P'_1
  72. Segment(M'_1, P'_1) → g'

AI 绘图提示语参考

在一个立方体内部选择一点,画出该点到三个坐标平面的距离之和等于立方体的高。首先绘制立方体,然后在内部点处画出垂直于三个坐标平面的线段,并计算它们的长度。接着,将这些线段与立方体的边相交,形成新的几何图形。最后,通过旋转和相交操作,展示这些几何图形之间的关系,验证 Viviani 定理。
以上提示语为根据原始绘图命令整理而来,仅供参考。