API Demos -> Graphics -> Compass
It works properly only, until you don\'t change the device natural orientation. In most phones is the portrait and most 10 inch tabl
This is how I do the magic in my application:
float[] rotationMatrixOrig = new float[9];
SensorManager.getRotationMatrix(rotationMatrixOrig, null, lastAccelerometerValue, lastMagnetometerValue);
int screenRotation = app.getCurrentActivity().getWindowManager().getDefaultDisplay().getRotation();
int axisX, axisY;
boolean isUpSideDown = lastAccelerometerValue[2] < 0;
switch (screenRotation) {
case Surface.ROTATION_0:
axisX = (isUpSideDown ? SensorManager.AXIS_MINUS_X : SensorManager.AXIS_X);
axisY = (Math.abs(lastAccelerometerValue[1]) > 6.0f ?
(isUpSideDown ? SensorManager.AXIS_MINUS_Z : SensorManager.AXIS_Z) :
(isUpSideDown ? SensorManager.AXIS_MINUS_Y : SensorManager.AXIS_Y));
break;
case Surface.ROTATION_90:
axisX = (isUpSideDown ? SensorManager.AXIS_MINUS_Y : SensorManager.AXIS_Y);
axisY = (Math.abs(lastAccelerometerValue[0]) > 6.0f ?
(isUpSideDown ? SensorManager.AXIS_Z : SensorManager.AXIS_MINUS_Z) :
(isUpSideDown ? SensorManager.AXIS_X : SensorManager.AXIS_MINUS_X));
break;
case Surface.ROTATION_180:
axisX = (isUpSideDown ? SensorManager.AXIS_X : SensorManager.AXIS_MINUS_X);
axisY = (Math.abs(lastAccelerometerValue[1]) > 6.0f ?
(isUpSideDown ? SensorManager.AXIS_Z : SensorManager.AXIS_MINUS_Z) :
(isUpSideDown ? SensorManager.AXIS_Y : SensorManager.AXIS_MINUS_Y));
break;
case Surface.ROTATION_270:
axisX = (isUpSideDown ? SensorManager.AXIS_Y : SensorManager.AXIS_MINUS_Y);
axisY = (Math.abs(lastAccelerometerValue[0]) > 6.0f ?
(isUpSideDown ? SensorManager.AXIS_MINUS_Z : SensorManager.AXIS_Z) :
(isUpSideDown ? SensorManager.AXIS_MINUS_X : SensorManager.AXIS_X));
break;
default:
axisX = (isUpSideDown ? SensorManager.AXIS_MINUS_X : SensorManager.AXIS_X);
axisY = (isUpSideDown ? SensorManager.AXIS_MINUS_Y : SensorManager.AXIS_Y);
}
float[] rotationMatrix = new float[9];
SensorManager.remapCoordinateSystem(rotationMatrixOrig, axisX, axisY, rotationMatrix);
Thanks keianhzo, your answer works great with phones flat on the ground. For AR-applications where you look "through" the display, I found this to work: use the proper axis:
int screenRotation = mActivity.getWindowManager().getDefaultDisplay().getRotation();
//use the correct axis
int axisX = SensorManager.AXIS_X;
int axisY = SensorManager.AXIS_Y;
switch (mMode) {
case LOOK_THROUGH: {
// look through always uses x and z
axisX = SensorManager.AXIS_X;
axisY = SensorManager.AXIS_Z;
break;
}
case FLAT: {
// flat changes the x axis depending on rotation state
switch (screenRotation) {
case Surface.ROTATION_0:
axisX = SensorManager.AXIS_X;
axisY = SensorManager.AXIS_Y;
break;
case Surface.ROTATION_90:
axisX = SensorManager.AXIS_Y;
axisY = SensorManager.AXIS_MINUS_X;
break;
case Surface.ROTATION_180:
axisX = SensorManager.AXIS_MINUS_X;
axisY = SensorManager.AXIS_MINUS_Y;
break;
case Surface.ROTATION_270:
axisX = SensorManager.AXIS_MINUS_Y;
axisY = SensorManager.AXIS_X;
break;
default:
break;
}
break;
}
default:
break;
}
Get the orientation degrees:
boolean success = SensorManager.remapCoordinateSystem(getQuaternion().getMatrix4x4().getMatrix(), axisX, axisY, mRotationMatrixTransformed);
if (success) {
SensorManager.getOrientation(mRotationMatrixTransformed, mOrientationValues);
for (int i = 0; i < 3; i++) {
mOrientationDegrees[i] = (float) Math.toDegrees(mOrientationValues[i]);
}
//And for look through, add the rotation state
if (mMode == MODE.LOOK_THROUGH) {
// look through has different angles depending on rotation state
switch (screenRotation) {
case Surface.ROTATION_90: {
mOrientationDegrees[2] += 90;
break;
}
case Surface.ROTATION_180: {
mOrientationDegrees[2] += 180;
break;
}
case Surface.ROTATION_270: {
mOrientationDegrees[2] += 270;
break;
}
}
}
To complete the switch branches I just try to think following the remapCoordinateSystem method javadoc:
X defines on which world axis and direction the X axis of the device is mapped.
Y defines on which world axis and direction the Y axis of the device is mapped.
So take your device rotate it from its natural orientation (90, 180 or 270 degrees) and ask yourself: The X positive axis in the original device orientation to which axis corresponds in the current device orientation?. And same for the Y axis.
So in case your device is rotated 90 degrees you will see that the original X positive axis corresponds to the current positive Y axis and the original positive Y axis corresponds to the current orientation negative X axis.
So It should be:
switch (mScreenRotation) {
case Surface.ROTATION_0:
axisX = SensorManager.AXIS_X;
axisY = SensorManager.AXIS_Y;
break;
case Surface.ROTATION_90:
axisX = SensorManager.AXIS_Y;
axisY = SensorManager.AXIS_MINUS_X;
break;
case Surface.ROTATION_180:
axisX = SensorManager.AXIS_MINUS_X;
axisY = SensorManager.AXIS_MINUS_Y;
break;
case Surface.ROTATION_270:
axisX = SensorManager.AXIS_MINUS_Y;
axisY = SensorManager.AXIS_X;
break;
default:
break;
}
That worked for me, hope that helps.
What I do is
SensorManager.remapCoordinateSystem(rotationMatrixScreenRemapped, SensorManager.AXIS_X, SensorManager.AXIS_Z, rotationMatrixCameraRemapped);
to remap coordinates according to camera (AR-like), as suggested in documentationSo far I hope it works well!
If the phone UI locked to the rotation 0, I am getting the following values without remapCoordinateSystem()
Pitch (phone) = -Pitch (API)
Roll (phone) = Roll (API)
Yaw (phone) = Azimuth (API)
If the phone UI forced to rotation 90:
Yaw value has -90 degree ( - PI/2 ) at old orientation!!! => I will go to East in reality instead of North.
If I take phone to 0,0,0 position:
Pitch (phone) = -Roll (API)
Roll (phone) = -Pitch (API)
Yaw (phone) = Azimuth (API)
If the phone UI forced to rotation 180:
Yaw value has +/-180 degree ( +/- PI ) at old orientation!!! => I will go to South in reality instead of North.
If I take phone to 0,0,0 position:
Pitch (phone) = Pitch (API)
Roll (phone) = -Roll (API)
Yaw (phone) = Azimuth (API)
If the phone UI forced to rotation 270:
Yaw value has +90 degree ( + PI/2 ) at old orientation!!! => I will go to West in reality instead of North.
If I take phone to 0,0,0 position:
Pitch (phone) = Roll (API)
Roll (phone) = Pitch (API)
Yaw (phone) = Azimuth (API)
I wrote a little fix, and tested with: android:screenOrientation="fullSensor"
public static final void fixRotation0(float[] orientation) { //azimuth, pitch, roll
orientation[1] = -orientation[1]; // pitch = -pitch
}
public static final void fixRotation90(float[] orientation) { //azimuth, pitch, roll
orientation[0] += Math.PI / 2f; // offset
float tmpOldPitch = orientation[1];
orientation[1] = -orientation[2]; //pitch = -roll
orientation[2] = -tmpOldPitch; // roll = -pitch
}
public static final void fixRotation180(float[] orientation) { //azimuth, pitch, roll
orientation[0] = (float)(orientation[0] > 0f ? (orientation[0] - Math.PI) : (orientation[0] + Math.PI)); // offset
orientation[2] = -orientation[2]; // roll = -roll
}
public static final void fixRotation270(float[] orientation) { //azimuth, pitch, roll
orientation[0] -= Math.PI / 2; // offset
float tmpOldPitch = orientation[1];
orientation[1] = orientation[2]; //pitch = roll
orientation[2] = tmpOldPitch; // roll = pitch
}
In most cases is working. When you rotate quickly 180 degree around 1 axis, than the system will be screwed!
The full code available at Github