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#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#include "iosdeviceorientation.h"
#import "iosdeviceorientation_p.h"
#define RADIANS_TO_DEGREES(radians) ((radians) * (180.0 / M_PI))
#define DEGREES_TO_RADIANS(angle) ((angle) / 180.0 * M_PI)
@interface QIOSMotionManager : NSObject {
}
+ (CMMotionManager *)sharedManager;
@end
@interface iOSDeviceOrientationP()
{
BOOL active;
iOSDeviceOrientation* handler;
}
@property (strong) CMMotionManager *motionManager;
@end
@implementation iOSDeviceOrientationP
#define kUpdateFrequency 20.0
+ (iOSDeviceOrientationP*)instance
{
static iOSDeviceOrientationP* _myInstance = 0;
if (0 == _myInstance)
_myInstance = [[iOSDeviceOrientationP alloc] init];
return _myInstance;
}
- (id)init
{
self = [super init];
if (self) {
self.motionManager = [QIOSMotionManager sharedManager]; // [[CMMotionManager alloc] init];
self.motionManager.deviceMotionUpdateInterval = 1. / kUpdateFrequency;
active = FALSE;
}
return self;
}
- (void)setHandler:(iOSDeviceOrientation*)h
{
handler = h;
}
- (BOOL)isActive
{
return active;
}
- (void)start
{
// Motion updates
[self.motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXArbitraryCorrectedZVertical
toQueue:[NSOperationQueue currentQueue]
withHandler: ^(CMDeviceMotion *motion, NSError *error) {
//CMAttitude *attitude = motion.attitude;
//NSLog(@"rotation rate = [%f, %f, %f]", attitude.pitch, attitude.roll, attitude.yaw);
if (error)
NSLog(@"%@", [error description]);
else
[self performSelectorOnMainThread:@selector(handleDeviceMotion:) withObject:motion waitUntilDone:YES];
}];
active = TRUE;
}
- (void)stop
{
[_motionManager stopDeviceMotionUpdates];
active = FALSE;
}
- (void)handleDeviceMotion:(CMDeviceMotion*)motion
{
if (!active)
return;
if (motion.magneticField.accuracy == CMMagneticFieldCalibrationAccuracyUncalibrated)
return;
// X: A pitch is a rotation around a lateral axis that passes through the device from side to side.
// Y: A roll is a rotation around a longitudinal axis that passes through the device from its top to bottom.
// Z: A yaw is a rotation around an axis that runs vertically through the device. It is perpendicular to the
// body of the device, with its origin at the center of gravity and directed toward the bottom of the device.
CMAttitude *attitude = motion.attitude;
handler->setRoll(90 - RADIANS_TO_DEGREES(attitude.roll));
handler->setPitch(RADIANS_TO_DEGREES(attitude.pitch));
handler->setYaw(RADIANS_TO_DEGREES(attitude.yaw));
}
@end