在电脑游戏中,一个斜坡可以建模为经过 、 和 这三个点的平面 。
- (a)
证明 的方程为 。
- (b)
在游戏的第 1 阶段,Griffles 从 出发沿着斜坡移动,其路径方程为
其中 和 是常数, 是实参数。求一个关于 和 的关系式。
- (c)
在问题的其余部分中,已知 ,,且 Griffles 被建模为在斜坡上移动的一个点。斜坡上立着一个呈矩形虚拟屏幕形状的障碍物,其底部被建模为线段 (见图)。
通过考虑线段 ,证明 Griffles 能够成功绕过该障碍物而不与之相撞。

- (d)
一个配有传感器的激光枪安装在斜面上方的点 处。当物体在 5 个单位的范围内时,传感器会被触发。
证明 Griffles 不会触发该传感器。
- (e)
在完成第 1 阶段后,Griffles 被传送到了另一个斜面。该斜面可以建模为一个与 平行的平面 ,使得 到 和 的距离相等。
求 的笛卡尔方程。
它不会直接告诉你答案,而是问你卡在哪一步看看 AI 是怎么陪你一步步弄懂这道题的
完整解法
4(a)
1. Find two non-parallel vectors lying on the plane, such as $\vec{AB}$ and $\vec{AC}$.
2. Calculate a normal vector to the plane using the cross product of $\vec{AB}$ and $\vec{AC}$.
3. Use the normal vector and point $A$ to formulate the scalar product equation of the plane.
A simpler normal vector parallel to is obtained by dividing by :
Equation of plane is :
4(b)
1. State the geometric condition for the path to lie entirely on the slope (plane $p$).
Since Griffles travels on the slope, the path lies on plane . Therefore, the direction vector of the line must be perpendicular to the normal vector of the plane, which means their scalar product is zero.
2. Evaluate the scalar product to form the equation.
4(c)
1. Find the vector equation of the line passing through $B$ and $C$.
Let the line passing through and be .
The direction vector .
The vector equation of the line is .
For the point to lie on the line segment , the parameter is restricted to .
2. Set up a system of equations to find the intersection between Griffles' path and the line $BC$.
Equating the position vectors of Griffles' path and :
This yields the system of linear equations:
3. Solve the system to find the intersection point and show it lies outside the segment $BC$.
From (1), we have .
Substituting into (2):
(Checking consistency with equation (3): and . The lines indeed intersect).
Since the intersection occurs at , which falls outside the required range of for the line segment , the intersection point does not lie on the obstacle's base.
Alternatively, the point of intersection is , which has an -coordinate of , falling outside the -coordinates of and ( and respectively).
Thus, Griffles successfully navigates the obstacle without colliding into it (shown).
Since the intersection point lies outside the line segment , Griffles does not collide with the obstacle.
4(d)
1. Find the vector $\vec{AE}$ and state the direction vector of the path.
Given the starting point and the sensor at , the vector from to is:
From part (b) and (c), the path has direction vector . To avoid fractions, we can use a parallel direction vector .
2. Calculate the squared magnitude of $\vec{AE}$, $\mathbf{d}$, and their dot product.
To find the shortest distance from to the path, we can use the dot product to find the length of the projection of onto the path's direction.
3. Use Pythagoras' theorem to find the shortest perpendicular distance.
The square of the shortest distance from to the line is given by .
4. Compare the shortest distance with the sensor's range and conclude.
Since the minimum possible distance from the sensor to any point on Griffles' path is approximately units, which is strictly greater than the sensor's trigger range of units, Griffles will never enter the zone. Thus, he does not activate the sensor.
The shortest distance to the path is units. Since , Griffles does not activate the sensor.
4(e)
1. State the general equation of plane $q$ using the fact that it is parallel to $p$.
Since plane is parallel to plane , it shares the same normal vector .
Let the cartesian equation of be .
2. Calculate the perpendicular distance from point $E$ to plane $p$.
The cartesian equation of plane is , which can be written as .
Using the perpendicular distance formula for point to plane :
3. Use the given equidistant condition to find $d$ and state the final cartesian equation of $q$.
Since is equidistant from planes and , the distance from to is also .
Since is a different plane from ( corresponds to plane ), we have .
The cartesian equation of is .
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