Suppose you are holding an iphone/ipad vertically in front of you with the screen facing you, in portrait orientation. You tilt the device to one side, keeping the screen facing you. How do you measure that static tilt angle using CMMotionManager? It seems a simple question which should have a simple answer, yet I cannot find any method that does not disappear into quaternions and rotation matrices.
Can anyone point me to a worked example?
One way to measure tilt angle with reference to the earth's ground plane, is to use an accelerometer. Typical applications can be found in the industry and in game controllers. In aircraft, the "ball" in turn coordinators or turn and bank indicators is sometimes referred to as an inclinometer.
Measuring Tilt Angle using One Axis If you want to measure tilt in both x and y axis with a 2-axis accelerometer then you can simply use sin-1(a) where a is the output from one axis of the accelerometer.
Look at gravity
:
self.deviceQueue = [[NSOperationQueue alloc] init]; self.motionManager = [[CMMotionManager alloc] init]; self.motionManager.deviceMotionUpdateInterval = 5.0 / 60.0; // UIDevice *device = [UIDevice currentDevice]; [self.motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXArbitraryZVertical toQueue:self.deviceQueue withHandler:^(CMDeviceMotion *motion, NSError *error) { [[NSOperationQueue mainQueue] addOperationWithBlock:^{ CGFloat x = motion.gravity.x; CGFloat y = motion.gravity.y; CGFloat z = motion.gravity.z; }]; }];
With this reference frame (CMAttitudeReferenceFrameXArbitraryZVertical
), if z
is near zero, you're holding it on a plane perpendicular with the ground (e.g. as if you were holding it against a wall) and as you rotate it on that plane, x
and y
values change. Vertical is where x
is near zero and y
is near -1.
Looking at this post, I notice that if you want to convert this vector into angles, you can use the following algorithms.
If you want to calculate how many degrees from vertical the device is rotated (where positive is clockwise, negative is counter-clockwise), you can calculate this as:
// how much is it rotated around the z axis CGFloat angle = atan2(y, x) + M_PI_2; // in radians CGFloat angleDegrees = angle * 180.0f / M_PI; // in degrees
You can use this to figure out how much to rotate the view via the Quartz 2D transform
property:
self.view.layer.transform = CATransform3DRotate(CATransform3DIdentity, -rotateRadians, 0, 0, 1);
(Personally, I update the rotation angle in the startDeviceMotionUpdates
method, and update this transform
in a CADisplayLink
, which decouples the screen updates from the angle updates.)
You can see how far you've tilted it backward/forward via:
// how far it it tilted forward and backward CGFloat r = sqrtf(x*x + y*y + z*z); CGFloat tiltForwardBackward = acosf(z/r) * 180.0f / M_PI - 90.0f;
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