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@confluentinc/schemaregistry

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import type { GenFile, GenMessage } from "@bufbuild/protobuf/codegenv1"; import type { Message } from "@bufbuild/protobuf"; /** * Describes the file google/type/quaternion.proto. */ export declare const file_google_type_quaternion: GenFile; /** * 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. * * * @generated from message google.type.Quaternion */ export type Quaternion = Message<"google.type.Quaternion"> & { /** * The x component. * * @generated from field: double x = 1; */ x: number; /** * The y component. * * @generated from field: double y = 2; */ y: number; /** * The z component. * * @generated from field: double z = 3; */ z: number; /** * The scalar component. * * @generated from field: double w = 4; */ w: number; }; /** * Describes the message google.type.Quaternion. * Use `create(QuaternionSchema)` to create a new message. */ export declare const QuaternionSchema: GenMessage<Quaternion>;