Azimuth reading changes to opposite when user holds the phone upright












1















I have implemented the compass reading according to the usual recommendations that I could find on the web. I use the ROTATION_VECTOR sensor type and I transform it into the (azimuth, pitch, roll) triple using the standard API calls. Here's my code:



fun Fragment.receiveAzimuthUpdates(
azimuthChanged: (Float) -> Unit,
accuracyChanged: (Int) -> Unit
) {
val sensorManager = activity!!.getSystemService(Context.SENSOR_SERVICE)
as SensorManager
val sensor = sensorManager.getDefaultSensor(Sensor.TYPE_ROTATION_VECTOR)!!
sensorManager.registerListener(OrientationListener(azimuthChanged, accuracyChanged),
sensor, 10_000)
}

private class OrientationListener(
private val azimuthChanged: (Float) -> Unit,
private val accuracyChanged: (Int) -> Unit
) : SensorEventListener {
private val rotationMatrix = FloatArray(9)
private val orientation = FloatArray(3)

override fun onSensorChanged(event: SensorEvent) {
if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
SensorManager.getOrientation(rotationMatrix, orientation)
azimuthChanged(orientation[0])
}

override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
accuracyChanged(accuracy)
}
}
}


This results in behavior that's quite good when you hold the phone horizontally, like you would a real compass. However, when you hold it like a camera, upright and in front of you, the reading breaks down. If you tilt it even slightly beyond upright, so it leans towards you, the azimuth turns to the opposite direction (sudden 180 degree rotation).



Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.



What could I do to improve this behavior so it's not sensitive to the phone's pitch?










share|improve this question





























    1















    I have implemented the compass reading according to the usual recommendations that I could find on the web. I use the ROTATION_VECTOR sensor type and I transform it into the (azimuth, pitch, roll) triple using the standard API calls. Here's my code:



    fun Fragment.receiveAzimuthUpdates(
    azimuthChanged: (Float) -> Unit,
    accuracyChanged: (Int) -> Unit
    ) {
    val sensorManager = activity!!.getSystemService(Context.SENSOR_SERVICE)
    as SensorManager
    val sensor = sensorManager.getDefaultSensor(Sensor.TYPE_ROTATION_VECTOR)!!
    sensorManager.registerListener(OrientationListener(azimuthChanged, accuracyChanged),
    sensor, 10_000)
    }

    private class OrientationListener(
    private val azimuthChanged: (Float) -> Unit,
    private val accuracyChanged: (Int) -> Unit
    ) : SensorEventListener {
    private val rotationMatrix = FloatArray(9)
    private val orientation = FloatArray(3)

    override fun onSensorChanged(event: SensorEvent) {
    if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
    SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
    SensorManager.getOrientation(rotationMatrix, orientation)
    azimuthChanged(orientation[0])
    }

    override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
    if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
    accuracyChanged(accuracy)
    }
    }
    }


    This results in behavior that's quite good when you hold the phone horizontally, like you would a real compass. However, when you hold it like a camera, upright and in front of you, the reading breaks down. If you tilt it even slightly beyond upright, so it leans towards you, the azimuth turns to the opposite direction (sudden 180 degree rotation).



    Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.



    What could I do to improve this behavior so it's not sensitive to the phone's pitch?










    share|improve this question



























      1












      1








      1


      2






      I have implemented the compass reading according to the usual recommendations that I could find on the web. I use the ROTATION_VECTOR sensor type and I transform it into the (azimuth, pitch, roll) triple using the standard API calls. Here's my code:



      fun Fragment.receiveAzimuthUpdates(
      azimuthChanged: (Float) -> Unit,
      accuracyChanged: (Int) -> Unit
      ) {
      val sensorManager = activity!!.getSystemService(Context.SENSOR_SERVICE)
      as SensorManager
      val sensor = sensorManager.getDefaultSensor(Sensor.TYPE_ROTATION_VECTOR)!!
      sensorManager.registerListener(OrientationListener(azimuthChanged, accuracyChanged),
      sensor, 10_000)
      }

      private class OrientationListener(
      private val azimuthChanged: (Float) -> Unit,
      private val accuracyChanged: (Int) -> Unit
      ) : SensorEventListener {
      private val rotationMatrix = FloatArray(9)
      private val orientation = FloatArray(3)

      override fun onSensorChanged(event: SensorEvent) {
      if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
      SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
      SensorManager.getOrientation(rotationMatrix, orientation)
      azimuthChanged(orientation[0])
      }

      override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
      if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
      accuracyChanged(accuracy)
      }
      }
      }


      This results in behavior that's quite good when you hold the phone horizontally, like you would a real compass. However, when you hold it like a camera, upright and in front of you, the reading breaks down. If you tilt it even slightly beyond upright, so it leans towards you, the azimuth turns to the opposite direction (sudden 180 degree rotation).



      Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.



      What could I do to improve this behavior so it's not sensitive to the phone's pitch?










      share|improve this question
















      I have implemented the compass reading according to the usual recommendations that I could find on the web. I use the ROTATION_VECTOR sensor type and I transform it into the (azimuth, pitch, roll) triple using the standard API calls. Here's my code:



      fun Fragment.receiveAzimuthUpdates(
      azimuthChanged: (Float) -> Unit,
      accuracyChanged: (Int) -> Unit
      ) {
      val sensorManager = activity!!.getSystemService(Context.SENSOR_SERVICE)
      as SensorManager
      val sensor = sensorManager.getDefaultSensor(Sensor.TYPE_ROTATION_VECTOR)!!
      sensorManager.registerListener(OrientationListener(azimuthChanged, accuracyChanged),
      sensor, 10_000)
      }

      private class OrientationListener(
      private val azimuthChanged: (Float) -> Unit,
      private val accuracyChanged: (Int) -> Unit
      ) : SensorEventListener {
      private val rotationMatrix = FloatArray(9)
      private val orientation = FloatArray(3)

      override fun onSensorChanged(event: SensorEvent) {
      if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
      SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
      SensorManager.getOrientation(rotationMatrix, orientation)
      azimuthChanged(orientation[0])
      }

      override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
      if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
      accuracyChanged(accuracy)
      }
      }
      }


      This results in behavior that's quite good when you hold the phone horizontally, like you would a real compass. However, when you hold it like a camera, upright and in front of you, the reading breaks down. If you tilt it even slightly beyond upright, so it leans towards you, the azimuth turns to the opposite direction (sudden 180 degree rotation).



      Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.



      What could I do to improve this behavior so it's not sensitive to the phone's pitch?







      android kotlin






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 21 '18 at 12:55









      Nilesh Rathod

      33.1k83260




      33.1k83260










      asked Nov 21 '18 at 9:13









      Marko TopolnikMarko Topolnik

      148k19199328




      148k19199328
























          1 Answer
          1






          active

          oldest

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          2














          Analysis




          Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.




          Yes, this is correct. You can inspect the code of getOrientation() to see what's going on:



          public static float getOrientation(float R, float values) {
          /*
          * / R[ 0] R[ 1] R[ 2]
          * | R[ 3] R[ 4] R[ 5] |
          * R[ 6] R[ 7] R[ 8] /
          */
          values[0] = (float) Math.atan2(R[1], R[4]);
          ...


          values[0] is the azimuth value you got.



          You can interpret the rotation matrix R as the components of the vectors that point in the device's three major axes:




          • column 0: vector pointing to phone's right

          • column 1: vector pointing to phone's up

          • column 2: vector pointing to phone's front


          The vectors are described from the perspective of the Earth's coordinate system (east, north, and sky).



          With this in mind we can interpret the code in getOrientation():




          1. select the phone's up axis (matrix column 1, stored in array elements 1, 4, 7)

          2. project it to the Earth's horizontal plane (this is easy, just ignore the sky component stored in element 7)

          3. Use atan2 to deduce the angle from the remaining east and north components of the vector.


          There's another subtlety hiding here: the signature of atan2 is



          public static double atan2(double y, double x);


          Note the parameter order: y, then x. But getOrientation passes the arguments in the east, north order. This achieves two things:




          • makes north the reference axis (in geometry it's the x axis)

          • mirrors the angle: geometrical angles are anti-clockwise, but azimuth must be the clockwise angle from north


          Naturally, when the phone's up axis goes vertical ("skyward") and then beyond, its azimuth flips by 180 degrees. We can fix this in a very simple way: we'll use the phone's right axis instead. Note the following:




          • when the phone is horizontal and facing north, its right axis is aligned with the east axis. The east axis, in the Earth's coordinate system, is the "x" geometrical axis, so our 0-angle reference is correct out-of-the-box.

          • when the phone turns right (eastwards), its azimuth should rise, but its geometrical angle goes negative. Therefore we must flip the sign of the geometrical angle.


          Solution



          So our new formula is this:



          val azimuth = -atan2(R[3], R[0])


          And this trivial change is all you need! No need to call getOrientation, just apply this to the orientation matrix.



          Improved Solution



          So far, so good. But what if the user is using the phone in the landscape orientation? The phone's axes are unaffected, but now the user perceives the phone's "left" or "right" direction as "ahead" (depending on how the user turned the phone). We can correct for this by inspecting the Display.rotation property. If the screen is rotated, we'll use the up axis of the phone to play the same role as the right axis above.



          So the full code of the orientation listener becomes this:



          private class OrientationListener(
          private val activity: Activity,
          private val azimuthChanged: (Float) -> Unit,
          private val accuracyChanged: (Int) -> Unit
          ) : SensorEventListener {
          private val rotationMatrix = FloatArray(9)

          override fun onSensorChanged(event: SensorEvent) {
          if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
          SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
          val (matrixColumn, sense) = when (val rotation =
          activity.windowManager.defaultDisplay.rotation
          ) {
          Surface.ROTATION_0 -> Pair(0, 1)
          Surface.ROTATION_90 -> Pair(1, -1)
          Surface.ROTATION_180 -> Pair(0, -1)
          Surface.ROTATION_270 -> Pair(1, 1)
          else -> error("Invalid screen rotation value: $rotation")
          }
          val x = sense * rotationMatrix[matrixColumn]
          val y = sense * rotationMatrix[matrixColumn + 3]
          azimuthChanged(-atan2(y, x))
          }

          override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
          if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
          accuracyChanged(accuracy)
          }
          }
          }


          With this code, you're getting the exact same behavior as on Google Maps.






          share|improve this answer

























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            1 Answer
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            1 Answer
            1






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            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            2














            Analysis




            Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.




            Yes, this is correct. You can inspect the code of getOrientation() to see what's going on:



            public static float getOrientation(float R, float values) {
            /*
            * / R[ 0] R[ 1] R[ 2]
            * | R[ 3] R[ 4] R[ 5] |
            * R[ 6] R[ 7] R[ 8] /
            */
            values[0] = (float) Math.atan2(R[1], R[4]);
            ...


            values[0] is the azimuth value you got.



            You can interpret the rotation matrix R as the components of the vectors that point in the device's three major axes:




            • column 0: vector pointing to phone's right

            • column 1: vector pointing to phone's up

            • column 2: vector pointing to phone's front


            The vectors are described from the perspective of the Earth's coordinate system (east, north, and sky).



            With this in mind we can interpret the code in getOrientation():




            1. select the phone's up axis (matrix column 1, stored in array elements 1, 4, 7)

            2. project it to the Earth's horizontal plane (this is easy, just ignore the sky component stored in element 7)

            3. Use atan2 to deduce the angle from the remaining east and north components of the vector.


            There's another subtlety hiding here: the signature of atan2 is



            public static double atan2(double y, double x);


            Note the parameter order: y, then x. But getOrientation passes the arguments in the east, north order. This achieves two things:




            • makes north the reference axis (in geometry it's the x axis)

            • mirrors the angle: geometrical angles are anti-clockwise, but azimuth must be the clockwise angle from north


            Naturally, when the phone's up axis goes vertical ("skyward") and then beyond, its azimuth flips by 180 degrees. We can fix this in a very simple way: we'll use the phone's right axis instead. Note the following:




            • when the phone is horizontal and facing north, its right axis is aligned with the east axis. The east axis, in the Earth's coordinate system, is the "x" geometrical axis, so our 0-angle reference is correct out-of-the-box.

            • when the phone turns right (eastwards), its azimuth should rise, but its geometrical angle goes negative. Therefore we must flip the sign of the geometrical angle.


            Solution



            So our new formula is this:



            val azimuth = -atan2(R[3], R[0])


            And this trivial change is all you need! No need to call getOrientation, just apply this to the orientation matrix.



            Improved Solution



            So far, so good. But what if the user is using the phone in the landscape orientation? The phone's axes are unaffected, but now the user perceives the phone's "left" or "right" direction as "ahead" (depending on how the user turned the phone). We can correct for this by inspecting the Display.rotation property. If the screen is rotated, we'll use the up axis of the phone to play the same role as the right axis above.



            So the full code of the orientation listener becomes this:



            private class OrientationListener(
            private val activity: Activity,
            private val azimuthChanged: (Float) -> Unit,
            private val accuracyChanged: (Int) -> Unit
            ) : SensorEventListener {
            private val rotationMatrix = FloatArray(9)

            override fun onSensorChanged(event: SensorEvent) {
            if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
            SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
            val (matrixColumn, sense) = when (val rotation =
            activity.windowManager.defaultDisplay.rotation
            ) {
            Surface.ROTATION_0 -> Pair(0, 1)
            Surface.ROTATION_90 -> Pair(1, -1)
            Surface.ROTATION_180 -> Pair(0, -1)
            Surface.ROTATION_270 -> Pair(1, 1)
            else -> error("Invalid screen rotation value: $rotation")
            }
            val x = sense * rotationMatrix[matrixColumn]
            val y = sense * rotationMatrix[matrixColumn + 3]
            azimuthChanged(-atan2(y, x))
            }

            override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
            if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
            accuracyChanged(accuracy)
            }
            }
            }


            With this code, you're getting the exact same behavior as on Google Maps.






            share|improve this answer






























              2














              Analysis




              Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.




              Yes, this is correct. You can inspect the code of getOrientation() to see what's going on:



              public static float getOrientation(float R, float values) {
              /*
              * / R[ 0] R[ 1] R[ 2]
              * | R[ 3] R[ 4] R[ 5] |
              * R[ 6] R[ 7] R[ 8] /
              */
              values[0] = (float) Math.atan2(R[1], R[4]);
              ...


              values[0] is the azimuth value you got.



              You can interpret the rotation matrix R as the components of the vectors that point in the device's three major axes:




              • column 0: vector pointing to phone's right

              • column 1: vector pointing to phone's up

              • column 2: vector pointing to phone's front


              The vectors are described from the perspective of the Earth's coordinate system (east, north, and sky).



              With this in mind we can interpret the code in getOrientation():




              1. select the phone's up axis (matrix column 1, stored in array elements 1, 4, 7)

              2. project it to the Earth's horizontal plane (this is easy, just ignore the sky component stored in element 7)

              3. Use atan2 to deduce the angle from the remaining east and north components of the vector.


              There's another subtlety hiding here: the signature of atan2 is



              public static double atan2(double y, double x);


              Note the parameter order: y, then x. But getOrientation passes the arguments in the east, north order. This achieves two things:




              • makes north the reference axis (in geometry it's the x axis)

              • mirrors the angle: geometrical angles are anti-clockwise, but azimuth must be the clockwise angle from north


              Naturally, when the phone's up axis goes vertical ("skyward") and then beyond, its azimuth flips by 180 degrees. We can fix this in a very simple way: we'll use the phone's right axis instead. Note the following:




              • when the phone is horizontal and facing north, its right axis is aligned with the east axis. The east axis, in the Earth's coordinate system, is the "x" geometrical axis, so our 0-angle reference is correct out-of-the-box.

              • when the phone turns right (eastwards), its azimuth should rise, but its geometrical angle goes negative. Therefore we must flip the sign of the geometrical angle.


              Solution



              So our new formula is this:



              val azimuth = -atan2(R[3], R[0])


              And this trivial change is all you need! No need to call getOrientation, just apply this to the orientation matrix.



              Improved Solution



              So far, so good. But what if the user is using the phone in the landscape orientation? The phone's axes are unaffected, but now the user perceives the phone's "left" or "right" direction as "ahead" (depending on how the user turned the phone). We can correct for this by inspecting the Display.rotation property. If the screen is rotated, we'll use the up axis of the phone to play the same role as the right axis above.



              So the full code of the orientation listener becomes this:



              private class OrientationListener(
              private val activity: Activity,
              private val azimuthChanged: (Float) -> Unit,
              private val accuracyChanged: (Int) -> Unit
              ) : SensorEventListener {
              private val rotationMatrix = FloatArray(9)

              override fun onSensorChanged(event: SensorEvent) {
              if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
              SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
              val (matrixColumn, sense) = when (val rotation =
              activity.windowManager.defaultDisplay.rotation
              ) {
              Surface.ROTATION_0 -> Pair(0, 1)
              Surface.ROTATION_90 -> Pair(1, -1)
              Surface.ROTATION_180 -> Pair(0, -1)
              Surface.ROTATION_270 -> Pair(1, 1)
              else -> error("Invalid screen rotation value: $rotation")
              }
              val x = sense * rotationMatrix[matrixColumn]
              val y = sense * rotationMatrix[matrixColumn + 3]
              azimuthChanged(-atan2(y, x))
              }

              override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
              if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
              accuracyChanged(accuracy)
              }
              }
              }


              With this code, you're getting the exact same behavior as on Google Maps.






              share|improve this answer




























                2












                2








                2







                Analysis




                Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.




                Yes, this is correct. You can inspect the code of getOrientation() to see what's going on:



                public static float getOrientation(float R, float values) {
                /*
                * / R[ 0] R[ 1] R[ 2]
                * | R[ 3] R[ 4] R[ 5] |
                * R[ 6] R[ 7] R[ 8] /
                */
                values[0] = (float) Math.atan2(R[1], R[4]);
                ...


                values[0] is the azimuth value you got.



                You can interpret the rotation matrix R as the components of the vectors that point in the device's three major axes:




                • column 0: vector pointing to phone's right

                • column 1: vector pointing to phone's up

                • column 2: vector pointing to phone's front


                The vectors are described from the perspective of the Earth's coordinate system (east, north, and sky).



                With this in mind we can interpret the code in getOrientation():




                1. select the phone's up axis (matrix column 1, stored in array elements 1, 4, 7)

                2. project it to the Earth's horizontal plane (this is easy, just ignore the sky component stored in element 7)

                3. Use atan2 to deduce the angle from the remaining east and north components of the vector.


                There's another subtlety hiding here: the signature of atan2 is



                public static double atan2(double y, double x);


                Note the parameter order: y, then x. But getOrientation passes the arguments in the east, north order. This achieves two things:




                • makes north the reference axis (in geometry it's the x axis)

                • mirrors the angle: geometrical angles are anti-clockwise, but azimuth must be the clockwise angle from north


                Naturally, when the phone's up axis goes vertical ("skyward") and then beyond, its azimuth flips by 180 degrees. We can fix this in a very simple way: we'll use the phone's right axis instead. Note the following:




                • when the phone is horizontal and facing north, its right axis is aligned with the east axis. The east axis, in the Earth's coordinate system, is the "x" geometrical axis, so our 0-angle reference is correct out-of-the-box.

                • when the phone turns right (eastwards), its azimuth should rise, but its geometrical angle goes negative. Therefore we must flip the sign of the geometrical angle.


                Solution



                So our new formula is this:



                val azimuth = -atan2(R[3], R[0])


                And this trivial change is all you need! No need to call getOrientation, just apply this to the orientation matrix.



                Improved Solution



                So far, so good. But what if the user is using the phone in the landscape orientation? The phone's axes are unaffected, but now the user perceives the phone's "left" or "right" direction as "ahead" (depending on how the user turned the phone). We can correct for this by inspecting the Display.rotation property. If the screen is rotated, we'll use the up axis of the phone to play the same role as the right axis above.



                So the full code of the orientation listener becomes this:



                private class OrientationListener(
                private val activity: Activity,
                private val azimuthChanged: (Float) -> Unit,
                private val accuracyChanged: (Int) -> Unit
                ) : SensorEventListener {
                private val rotationMatrix = FloatArray(9)

                override fun onSensorChanged(event: SensorEvent) {
                if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
                SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
                val (matrixColumn, sense) = when (val rotation =
                activity.windowManager.defaultDisplay.rotation
                ) {
                Surface.ROTATION_0 -> Pair(0, 1)
                Surface.ROTATION_90 -> Pair(1, -1)
                Surface.ROTATION_180 -> Pair(0, -1)
                Surface.ROTATION_270 -> Pair(1, 1)
                else -> error("Invalid screen rotation value: $rotation")
                }
                val x = sense * rotationMatrix[matrixColumn]
                val y = sense * rotationMatrix[matrixColumn + 3]
                azimuthChanged(-atan2(y, x))
                }

                override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
                if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
                accuracyChanged(accuracy)
                }
                }
                }


                With this code, you're getting the exact same behavior as on Google Maps.






                share|improve this answer















                Analysis




                Apparently this code tracks the orientation of the phone's y-axis, which becomes vertical on an upright phone, and its ground orientation is towards you when the phone leans towards you.




                Yes, this is correct. You can inspect the code of getOrientation() to see what's going on:



                public static float getOrientation(float R, float values) {
                /*
                * / R[ 0] R[ 1] R[ 2]
                * | R[ 3] R[ 4] R[ 5] |
                * R[ 6] R[ 7] R[ 8] /
                */
                values[0] = (float) Math.atan2(R[1], R[4]);
                ...


                values[0] is the azimuth value you got.



                You can interpret the rotation matrix R as the components of the vectors that point in the device's three major axes:




                • column 0: vector pointing to phone's right

                • column 1: vector pointing to phone's up

                • column 2: vector pointing to phone's front


                The vectors are described from the perspective of the Earth's coordinate system (east, north, and sky).



                With this in mind we can interpret the code in getOrientation():




                1. select the phone's up axis (matrix column 1, stored in array elements 1, 4, 7)

                2. project it to the Earth's horizontal plane (this is easy, just ignore the sky component stored in element 7)

                3. Use atan2 to deduce the angle from the remaining east and north components of the vector.


                There's another subtlety hiding here: the signature of atan2 is



                public static double atan2(double y, double x);


                Note the parameter order: y, then x. But getOrientation passes the arguments in the east, north order. This achieves two things:




                • makes north the reference axis (in geometry it's the x axis)

                • mirrors the angle: geometrical angles are anti-clockwise, but azimuth must be the clockwise angle from north


                Naturally, when the phone's up axis goes vertical ("skyward") and then beyond, its azimuth flips by 180 degrees. We can fix this in a very simple way: we'll use the phone's right axis instead. Note the following:




                • when the phone is horizontal and facing north, its right axis is aligned with the east axis. The east axis, in the Earth's coordinate system, is the "x" geometrical axis, so our 0-angle reference is correct out-of-the-box.

                • when the phone turns right (eastwards), its azimuth should rise, but its geometrical angle goes negative. Therefore we must flip the sign of the geometrical angle.


                Solution



                So our new formula is this:



                val azimuth = -atan2(R[3], R[0])


                And this trivial change is all you need! No need to call getOrientation, just apply this to the orientation matrix.



                Improved Solution



                So far, so good. But what if the user is using the phone in the landscape orientation? The phone's axes are unaffected, but now the user perceives the phone's "left" or "right" direction as "ahead" (depending on how the user turned the phone). We can correct for this by inspecting the Display.rotation property. If the screen is rotated, we'll use the up axis of the phone to play the same role as the right axis above.



                So the full code of the orientation listener becomes this:



                private class OrientationListener(
                private val activity: Activity,
                private val azimuthChanged: (Float) -> Unit,
                private val accuracyChanged: (Int) -> Unit
                ) : SensorEventListener {
                private val rotationMatrix = FloatArray(9)

                override fun onSensorChanged(event: SensorEvent) {
                if (event.sensor.type != Sensor.TYPE_ROTATION_VECTOR) return
                SensorManager.getRotationMatrixFromVector(rotationMatrix, event.values)
                val (matrixColumn, sense) = when (val rotation =
                activity.windowManager.defaultDisplay.rotation
                ) {
                Surface.ROTATION_0 -> Pair(0, 1)
                Surface.ROTATION_90 -> Pair(1, -1)
                Surface.ROTATION_180 -> Pair(0, -1)
                Surface.ROTATION_270 -> Pair(1, 1)
                else -> error("Invalid screen rotation value: $rotation")
                }
                val x = sense * rotationMatrix[matrixColumn]
                val y = sense * rotationMatrix[matrixColumn + 3]
                azimuthChanged(-atan2(y, x))
                }

                override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
                if (sensor.type == Sensor.TYPE_ROTATION_VECTOR) {
                accuracyChanged(accuracy)
                }
                }
                }


                With this code, you're getting the exact same behavior as on Google Maps.







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                edited Nov 25 '18 at 14:54

























                answered Nov 21 '18 at 9:13









                Marko TopolnikMarko Topolnik

                148k19199328




                148k19199328
































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