/*
 * Copyright 2026 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
 *
 *     https://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.
 */
// Generated by the protocol buffer compiler.  DO NOT EDIT!
// NO CHECKED-IN PROTOBUF GENCODE
// source: google/type/quaternion.proto
// Protobuf Java Version: 4.33.2

package com.google.type;

/**
 *
 *
 * <pre>
 * 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.
 * </pre>
 *
 * Protobuf type {@code google.type.Quaternion}
 */
@com.google.protobuf.Generated
public final class Quaternion extends com.google.protobuf.GeneratedMessage
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  /**
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   * <pre>
   * The y component.
   * </pre>
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  /**
   *
   *
   * <pre>
   * The z component.
   * </pre>
   *
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  /**
   *
   *
   * <pre>
   * The scalar component.
   * </pre>
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  /**
   *
   *
   * <pre>
   * 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.
   * </pre>
   *
   * Protobuf type {@code google.type.Quaternion}
   */
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    /**
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     *
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    /**
     *
     *
     * <pre>
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     * </pre>
     *
     * <code>double z = 3;</code>
     *
     * @return The z.
     */
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    /**
     *
     *
     * <pre>
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     * </pre>
     *
     * <code>double z = 3;</code>
     *
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     * @return This builder for chaining.
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     *
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     * <pre>
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     *
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     *
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     */
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      z_ = 0D;
      onChanged();
      return this;
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    private double w_;

    /**
     *
     *
     * <pre>
     * The scalar component.
     * </pre>
     *
     * <code>double w = 4;</code>
     *
     * @return The w.
     */
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    public double getW() {
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    }

    /**
     *
     *
     * <pre>
     * The scalar component.
     * </pre>
     *
     * <code>double w = 4;</code>
     *
     * @param value The w to set.
     * @return This builder for chaining.
     */
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      w_ = value;
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      onChanged();
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    /**
     *
     *
     * <pre>
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     *
     * <code>double w = 4;</code>
     *
     * @return This builder for chaining.
     */
    public Builder clearW() {
      bitField0_ = (bitField0_ & ~0x00000008);
      w_ = 0D;
      onChanged();
      return this;
    }

    // @@protoc_insertion_point(builder_scope:google.type.Quaternion)
  }

  // @@protoc_insertion_point(class_scope:google.type.Quaternion)
  private static final com.google.type.Quaternion DEFAULT_INSTANCE;

  static {
    DEFAULT_INSTANCE = new com.google.type.Quaternion();
  }

  public static com.google.type.Quaternion getDefaultInstance() {
    return DEFAULT_INSTANCE;
  }

  private static final com.google.protobuf.Parser<Quaternion> PARSER =
      new com.google.protobuf.AbstractParser<Quaternion>() {
        @java.lang.Override
        public Quaternion parsePartialFrom(
            com.google.protobuf.CodedInputStream input,
            com.google.protobuf.ExtensionRegistryLite extensionRegistry)
            throws com.google.protobuf.InvalidProtocolBufferException {
          Builder builder = newBuilder();
          try {
            builder.mergeFrom(input, extensionRegistry);
          } catch (com.google.protobuf.InvalidProtocolBufferException e) {
            throw e.setUnfinishedMessage(builder.buildPartial());
          } catch (com.google.protobuf.UninitializedMessageException e) {
            throw e.asInvalidProtocolBufferException().setUnfinishedMessage(builder.buildPartial());
          } catch (java.io.IOException e) {
            throw new com.google.protobuf.InvalidProtocolBufferException(e)
                .setUnfinishedMessage(builder.buildPartial());
          }
          return builder.buildPartial();
        }
      };

  public static com.google.protobuf.Parser<Quaternion> parser() {
    return PARSER;
  }

  @java.lang.Override
  public com.google.protobuf.Parser<Quaternion> getParserForType() {
    return PARSER;
  }

  @java.lang.Override
  public com.google.type.Quaternion getDefaultInstanceForType() {
    return DEFAULT_INSTANCE;
  }
}
