Android SensorManager strange how to remapCoordinateSystem

╄→尐↘猪︶ㄣ 提交于 2019-11-28 16:07:24

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.

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;
        }
    }
}

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);
matheszabi

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)
  • at least near 0,0,0 values.

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

What I do is

  1. remapping coordinate system like keianhzo suggested in his answer, to remap coordinates according to screen-rotation
  2. then I remap resulting coordinate system again with
    SensorManager.remapCoordinateSystem(rotationMatrixScreenRemapped, SensorManager.AXIS_X, SensorManager.AXIS_Z, rotationMatrixCameraRemapped);
    to remap coordinates according to camera (AR-like), as suggested in documentation

So far I hope it works well!

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