It is better to use a quaternion than Euler angles .... Roll, pitch and yaw values ββcan be obtained from a quaternion using the following formulas:
roll = atan2(2*y*w - 2*x*z, 1 - 2*y*y - 2*z*z) pitch = atan2(2*x*w - 2*y*z, 1 - 2*x*x - 2*z*z) yaw = asin(2*x*y + 2*z*w)
It can be implemented as:
CMQuaternion quat = self.motionManager.deviceMotion.attitude.quaternion; myRoll = radiansToDegrees(atan2(2*(quat.y*quat.w - quat.x*quat.z), 1 - 2*quat.y*quat.y - 2*quat.z*quat.z)) ; myPitch = radiansToDegrees(atan2(2*(quat.x*quat.w + quat.y*quat.z), 1 - 2*quat.x*quat.x - 2*quat.z*quat.z)); myYaw = radiansToDegrees(asin(2*quat.x*quat.y + 2*quat.w*quat.z));
where radianstoDegrees is a preprocessor directive implemented as:
#define radiansToDegrees(x) (180/M_PI)*x
This is done to convert the radians given by the formulas to degrees.
More information on conversion can be found here: tinkerforge and here: Conversion between quaternions and Euler angles .
iSeeker
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