\vec{%n}

Axe des abscisses

Axe des ordonnées

Axe des cotes

Déplacer le point rouge pour
modifier la perspective.

O = Intersect(xAxis, yAxis)
Orient = (5.725900592439528, -0.24532628886050956)
θ: x(Orient)
ϕ: -y(Orient)
X: O + (sin(θ), -cos(θ) * sin(ϕ))
Y: O + (cos(θ), sin(θ) * sin(ϕ))
Z: O + (0, cos(ϕ))
u = Vector(O, X)
v = Vector(O, Y)
w = Vector(O, Z)
abscisses = Line(O, X)
b = Line(Y, O)
c = Line(Z, O)
abscisse = 5.2 (slider from -10 to 10, step 0.1)
ordonnée = 4.6 (slider from -10 to 10, step 0.1)
cote = 4.2 (slider from -10 to 10, step 0.1)
V1: abscisse * u + ordonnée * v
d = Line(V1, b)
A = Intersect(abscisses, d)
e = Segment(A, V1)
f = Line(V1, abscisses)
B = Intersect(b, f)
g = Segment(V1, B)
V2: abscisse * u + cote * w
V3: ordonnée * v + cote * w
P: V1 + cote * w
C: cote * w
h = Segment(V2, A)
i = Segment(V2, C)
j = Segment(C, V3)
k = Segment(V3, P)
l = Segment(P, V2)
m = Segment(P, V1)
n = Segment(V3, B)
z = Vector(O, A)
p = Vector(A, V1)
q = Vector(V1, P)
r = Vector(O, P)
E1: 9 * u
E2: 5 * v - w / 2
E3: 4.5 * w
D = Point(r)
a = Segment(D, V1)
F1: Orient + (1, 1) / 2
F2: Orient + (1, 1) / 8
s = Vector(F1, F2)

Tool: Repere3D2pts
Origine et Orientation
Input: O, Orient
Output: u, v, w

\vec{%n}

θ: x(Orient)
ϕ: -y(Orient)
X: O + (sin(θ), -cos(θ) * sin(ϕ))
Y: O + (cos(θ), sin(θ) * sin(ϕ))
Z: O + (0, cos(ϕ))
u = Vector(O, X)
v = Vector(O, Y)
w = Vector(O, Z)