The simplest way to solve gimbal lock when using DeviceOrientation events in javascript - Is a perfect spirit level/bubble level app possible?
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To observe the problem in action with an Android device you may visit HERE and scroll down to "Show orientation angles". Once you turn it on and start getting live numbers, try holding your device as « upright » as you can, then slightly tilt it left or right. To make it more tangible scroll further down and find "Turn the Gyro-Cube ON". Finally view the behavior of the cube while doing the same upright positioning and the same leaning.

NOTE: You must view the page with https and NOT http

DISCLAIMER: We are not affiliated with any of the parties found on the Gyro-Cube demo page.

The [now-solved] problem starts with...

window.addEventListener("deviceorientation", handleDeviceTilt);
function handleDeviceTilt(event){
// Here we can use event.beta, event.gamma
// Note that event.alpha is just the compass
// alpha values are w.r.t. Earth's magnetic poles in the real world
// In theory, we don't need to know which way is north to build a simple bubble-level app
// or a simple driving simulator.
}

...where beta and gamma values are nice and usable as long as the phone or tablet is held parallel to the ground (like resting on a table). But when the phone or tablet is held UPRIGHT (like parallel to a wall) we can't get realistic values. gamma gets more and more crazy as the device approaches the perfect vertical position (aligned with Earth's gravity) which is the most common way of holding a mobile device (i.e. portrait mode).

enter image description here

The question is,

What would be the simplest way to calculate the correct angles like realBeta and realGamma (perhaps by using Math.cos() and Math.sin() or by some other method) in order to unlock the so called gimbal lock? Given that the "distortedness" or the "inaccuracy" in gamma is proportional in some way to beta, there must exist a solution but how exactly do we get realGamma or actualGamma or fixedCorrectGamma?

Note 1: There are a few spirit level apps on PlayStore which suggest that it is doable. However as of 2021 there seems to be no open source code available for such an app written in javascript.

Note 2: This issue has been mentioned here.

Note 3: Precision is necessary but acceptable approximations are also welcome. However, the closer we get to exact angles the better. If necessary alpha may be omitted for simplicity.

WHAT IS THIS USEFUL FOR?

By solving this problem we would be able to use deviceorientation to make something similar to this, enter image description here


...or for example we could use gamma (or some kind of similar processed rotation data) to steer a car in a vertical racing game.

enter image description here


If the link HERE does not work please search and find any page that features some kind of live demo where it will let you see what numbers are reported by your mobile device. Watch γ (gamma) values carefully as beta approaches 90deg.

Final thought,

We may need some arcane math-magics.

Frill answered 17/9, 2021 at 0:17 Comment(12)
Converting the angles to Quaternion could be a solution. Take a look at this similar question, #56769928Pelargonium
You may want to remove the PS statement in your question, as it is unnecessarily confrontational. You're asking the internet to solve your problem for you without demonstrating any of your own work or elaborating on why your restrictions are in place. You may want to elaborate why some of your restrictions are included (alpha is likely required, quaternions are an obvious solution, and modernizing "outdated" libraries is always an option). The internet is not responsible for testing your solution for you, and you should always verify any answer yourself before using it in production.Dedal
Sure, why not. Those statements were temporary anyways and were just targeting the smart people who are willing to earn some reward. Done edits and now, I think it's more compatible with the pure-research-mode.Frill
Looking back at this, it's still not quite clear what you are trying to do. You mention caring about only beta and gamma, but what is your goal? To implement a web application like the Spirit Level app you reference? Your diagram implies that you are particularly interested in holding the phone portrait mode, and detecting rotation about the axis that points at the user (assuming it is flat against a wall). In that case, only beta should matter, and the jitter of gamma would be irrelevant. Or do you also care about tilt out from the wall?Dedal
Check this - codepen.io/nitnelav/pen/KxYdqBDewain
Thank you @SHASHANK. I checked it. It sure contains some useful code. However after testing it on my devices I think it needs some more tweaking to make it approach accurate angles when gimbal lock happens. Your input is appreciated.Frill
github.com/kublaj/sample-bubble-levelPalomo
Thank you @John. I've read through the code and it looks a bit outdated and there is no live-demo page to test it. Can't tell if the magic formula that we need is actually somewhere in there. Nevertheless your input is appreciated.Frill
"We need to calculate the real angles" - sorry, but can you describe better what kind of "real" angle you want? What is the expected output? Also I don't understand why you refer to "realistic", "precise" and "exact" values. You can't get anything better than the input you get from the event, and I doubt that these are "unrealistic" or "wrong" values.Gerstein
Have you seen w3c.github.io/deviceorientation/#worked-example-2?Gerstein
@Gerstein You may find on the internet that other people also call it crazy angles or insane values. You need to observe gimbal-lock in action to understand the problem that is being referred to. And yes I have seen w3c.github.io/deviceorientation/#worked-example-2Frill
Is this what You need?Teazel
V
2

The three angles you are given is an orientation expressed as a chain of 3 rotations, in a specific order, from a specific starting point.

What you are asking for is this same orientation expressed as a different chain of rotations from a different starting point.

Converting between these representations requires linear algebra. That means using matrices.

The first step is to convert the angles to a rotation matrix (code from here):

function getRotationMatrix( alpha, beta, gamma ) {
    const degtorad = Math.PI / 180; // Degree-to-Radian conversion
    var cX = Math.cos( beta  * degtorad );
    var cY = Math.cos( gamma * degtorad );
    var cZ = Math.cos( alpha * degtorad );
    var sX = Math.sin( beta  * degtorad );
    var sY = Math.sin( gamma * degtorad );
    var sZ = Math.sin( alpha * degtorad );

    var m11 = cZ * cY - sZ * sX * sY;
    var m12 = - cX * sZ;
    var m13 = cY * sZ * sX + cZ * sY;

    var m21 = cY * sZ + cZ * sX * sY;
    var m22 = cZ * cX;
    var m23 = sZ * sY - cZ * cY * sX;

    var m31 = - cX * sY;
    var m32 = sX;
    var m33 = cX * cY;

A way to read the matrix is that it contains 3 column vectors:

  • [m11, m21, m31] is the vector pointing to the right relative to the screen
  • [m12, m22, m32] is the vector pointing up relative to the screen
  • [m13, m23, m33] is the vector pointing directly out from the screen

These vectors are given in a coordinate space where the Z axis points directly up, e.g. opposite to earth's gravity.

What you asked for is to express this orientation as rotations from the upright position. For convenience later we will rearrange the matrix so that the order of the column vectors becomes out, right, up:

    return [
        m13, m11, m12,
        m23, m21, m22,
        m33, m31, m32
    ];
};

And since you are assigning the greatest importance to the rotation about the out axis (X) and the least importance to the rotation about the up axis (Z), we will decompose this matrix to rotations in the order X-Y-Z (code from here):

function getEulerAngles( matrix ) {
    var radtodeg = 180 / Math.PI; // Radian-to-Degree conversion
    var sy = Math.sqrt(matrix[0] * matrix[0] +  matrix[3] * matrix[3] );
 
    var singular = sy < 1e-6; // If
 
    if (!singular) {
        var x = Math.atan2(matrix[7] , matrix[8]);
        var y = Math.atan2(-matrix[6], sy);
        var z = Math.atan2(matrix[3], matrix[0]);
    } else {
        var x = Math.atan2(-matrix[5], matrix[4]);
        var y = Math.atan2(-matrix[6], sy);
        var z = 0;
    }
    return [radtodeg * x, radtodeg * y, radtodeg * z];
}

Now, to get the representation you want, simply write:

var rotation = getEulerAngles(getRotationMatrix(alpha, beta, gamma));
  • rotation[0] is the steering wheel angle that you wanted for the upright position.
  • rotation[1] is the tilt angle.
  • rotation[2] is the "compass" angle that you were not interested in.

I have uploaded a working demo that you can access from your phone browser here.

Vadavaden answered 31/3, 2023 at 10:37 Comment(1)
Works! If I am understanding correctly the math-magic you shared relocates the "problematic zone" to where it will not cause any practical distortion for the upright holding position. With a little bit of noise smoothing we now can make a vertical driving simulator.Frill
V
-1

I'm afraid that obtaining the info you are looking for only through the deviceorientation event is not possible precisely for the reason you say yourself: gimbal lock.

There are hordes of mathematicians studying in this regard, the result we can learn from their studies is that the only solution to the gimbal lock problem is to avoid it: when we start to get too close, we have to change our approach.

An alternative way to obtain that angle (which works only when the phone is almost vertical, so exactly when we need an alternative) could be to use devicemotion data rather than deviceorientation data.

window.addEventListener("devicemotion", event => {
  const { x } = event.accelerationIncludingGravity;

  const radiantsRes = Math.asin(x / 9.80665);
  const degreesRes = (radiantsRes * 180) / Math.PI;

  console.log(degreesRes.toFixed(2), radiantsRes.toFixed(10))
});
Vomiturition answered 6/11, 2021 at 18:27 Comment(4)
The data from the deviceorientation is precise, nothing wrong there. The problem is that the OP doesn't know how to convert that into the format he needs (but also doesn't really tell us what that is).Gerstein
Hi @Bergi, actually what he need is crystal clear... and that we can't obtain that only through deviceorientation is crystal clear as well! I know deviceorientation data is so accurate, but when we come too close to the gimbal lock points (device vertical, and device vertical upside down). What I can't understand is why it so hard to understand that the gimbal lock problem can't be solved, at least with the current human knowledge :)Vomiturition
Can you explain to me what he needs then, please?Gerstein
Sure @Gerstein , the angle of the rotation of the device around the axis parallel to ground and perpendicular to the screen (when device is vertical) regardless of the angle of rotation around the axis parallel both to the ground and to the screen. In other words: the angle between the vertical line an the plane perpendicular to the screen which divides the screen in a left side and a right side (when device is vertical). When the device is in landscape position, orientation.beta itself is that angle, when the device is portrait position, orientation data is not enough to compute that angle.Vomiturition

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