I'am trying to get the device motion (pitch,roll,yaw) but my function handleDeviceMotionUpdate isn't launched (I'am trying it on an iphone 5s) , here is the code :
import UIKit
import CoreMotion
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
var motionManager = CMMotionManager()
motionManager.startDeviceMotionUpdates()
motionManager.deviceMotionUpdateInterval = 0.1
motionManager.startDeviceMotionUpdatesToQueue(
NSOperationQueue.currentQueue()!, withHandler: {
(deviceMotion, error) -> Void in
if(error == nil) {
self.DeviceMotionUpdate(deviceMotion!)
} else {
print("error")
}
})
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
func DeviceMotionUpdate(deviceMotion:CMDeviceMotion) {
print("function launched")
var attitude = deviceMotion.attitude
var roll = (attitude.roll)
var pitch = (attitude.pitch)
var yaw = (attitude.yaw)
print("Roll: \(roll), Pitch: \(pitch), Yaw: (yaw)")
}
}
I don't get the error in startDeviceMotionUpdatesToQueue . I get true on motionManager.deviceMotionActive and on motionManager.deviceMotionAvailable
Your motionManager probably gets destroyed after it finished running the viewDidLoad method. Try making motionManager a class property.
class ViewController: UIViewController {
var motionManager = CMMotionManager()
override func viewDidLoad() {
super.viewDidLoad()
self.motionManager.startDeviceMotionUpdates()
...
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