| // 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; |
| } |