@confluentinc/schemaregistry
Version:
Node.js client for Confluent Schema Registry
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TypeScript
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>;