// Copyright 2019 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. // // // Next available tag: 5 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; }