Google API Common Protos Client - Class Quaternion (4.8.2)

Reference documentation and code samples for the Google API Common Protos Client class Quaternion.

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 protobuf message google.type.Quaternion

Namespace

Google \ Type

Methods

__construct

Constructor.

Parameters
Name Description
data array

Optional. Data for populating the Message object.

↳ x float

The x component.

↳ y float

The y component.

↳ z float

The z component.

↳ w float

The scalar component.

getX

The x component.

Returns
Type Description
float

setX

The x component.

Parameter
Name Description
var float
Returns
Type Description
$this

getY

The y component.

Returns
Type Description
float

setY

The y component.

Parameter
Name Description
var float
Returns
Type Description
$this

getZ

The z component.

Returns
Type Description
float

setZ

The z component.

Parameter
Name Description
var float
Returns
Type Description
$this

getW

The scalar component.

Returns
Type Description
float

setW

The scalar component.

Parameter
Name Description
var float
Returns
Type Description
$this