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- // Copyright 2021 Google LLC
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- syntax = "proto3";
- package google.type;
- option cc_enable_arenas = true;
- option go_package = "google.golang.org/genproto/googleapis/type/quaternion;quaternion";
- option java_multiple_files = true;
- option java_outer_classname = "QuaternionProto";
- option java_package = "com.google.type";
- option objc_class_prefix = "GTP";
- // A quaternion is defined as the quotient of two directed lines in a
- // three-dimensional space or equivalently as the quotient of two Euclidean
- // vectors (https://en.wikipedia.org/wiki/Quaternion).
- //
- // Quaternions are often used in calculations involving three-dimensional
- // rotations (https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation),
- // as they provide greater mathematical robustness by avoiding the gimbal lock
- // problems that can be encountered when using Euler angles
- // (https://en.wikipedia.org/wiki/Gimbal_lock).
- //
- // Quaternions are generally represented in this form:
- //
- // w + xi + yj + zk
- //
- // where x, y, z, and w are real numbers, and i, j, and k are three imaginary
- // numbers.
- //
- // Our naming choice `(x, y, z, w)` comes from the desire to avoid confusion for
- // those interested in the geometric properties of the quaternion in the 3D
- // Cartesian space. Other texts often use alternative names or subscripts, such
- // as `(a, b, c, d)`, `(1, i, j, k)`, or `(0, 1, 2, 3)`, which are perhaps
- // better suited for mathematical interpretations.
- //
- // To avoid any confusion, as well as to maintain compatibility with a large
- // number of software libraries, the quaternions represented using the protocol
- // buffer below *must* follow the Hamilton convention, which defines `ij = k`
- // (i.e. a right-handed algebra), and therefore:
- //
- // i^2 = j^2 = k^2 = ijk = −1
- // ij = −ji = k
- // jk = −kj = i
- // ki = −ik = j
- //
- // Please DO NOT use this to represent quaternions that follow the JPL
- // convention, or any of the other quaternion flavors out there.
- //
- // Definitions:
- //
- // - Quaternion norm (or magnitude): `sqrt(x^2 + y^2 + z^2 + w^2)`.
- // - Unit (or normalized) quaternion: a quaternion whose norm is 1.
- // - Pure quaternion: a quaternion whose scalar component (`w`) is 0.
- // - Rotation quaternion: a unit quaternion used to represent rotation.
- // - Orientation quaternion: a unit quaternion used to represent orientation.
- //
- // A quaternion can be normalized by dividing it by its norm. The resulting
- // quaternion maintains the same direction, but has a norm of 1, i.e. it moves
- // on the unit sphere. This is generally necessary for rotation and orientation
- // quaternions, to avoid rounding errors:
- // https://en.wikipedia.org/wiki/Rotation_formalisms_in_three_dimensions
- //
- // Note that `(x, y, z, w)` and `(-x, -y, -z, -w)` represent the same rotation,
- // but normalization would be even more useful, e.g. for comparison purposes, if
- // it would produce a unique representation. It is thus recommended that `w` be
- // kept positive, which can be achieved by changing all the signs when `w` is
- // negative.
- //
- message Quaternion {
- // The x component.
- double x = 1;
- // The y component.
- double y = 2;
- // The z component.
- double z = 3;
- // The scalar component.
- double w = 4;
- }
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