package actions; import gl.GLCamera; import worldData.Updateable; /** * this class is for debugging purpose only at the moment and has to be modified * to work. it extracts the the yaw, pitch and roll from the sensor data arrays * * @author Spobo * */ @Deprecated public class ActionRotateCameraBufferedDebug extends Action { private Updateable myCamera; public ActionRotateCameraBufferedDebug(GLCamera camera) { myCamera = camera; } @Override public boolean onAccelChanged(float[] values) { float pitch = (float) +Math.toDegrees(Math.atan2(-values[1], Math.sqrt(values[2] * values[2] + values[0] * values[0]))); float roll = (float) -Math.toDegrees(Math.atan2(values[0], -values[2])); return true; } @Override public boolean onMagnetChanged(float[] values) { float yaw = (float) -Math.toDegrees(Math.atan2(-values[0], Math.sqrt(values[1] * values[1] + values[2] * values[2]))); float pitch = (float) -Math .toDegrees(Math.atan2(-values[2], values[1])); return true; } @Override public boolean onOrientationChanged(float[] values) { // TODO find right order: float yaw = values[0]; float pitch = values[1]; float roll = values[2]; return true; } }