I am developing an augmented reality application that (at the moment) wants to display a simple cube on top of a surface, and be able to move in space (both rotating and dis
I am also trying to get displacement on the iPhone. Instead of using integration I used the basic physics formula of d = .5a * t^2 assuming an initial velocity of 0 (doesn't sound like you can assume initial velocity of 0). So far it seems to work quite well.
My problem is that I'm using the deviceMotion.and the values are not correct. deviceMotion.gravity read near 0. Any ideas? - OK Fixed, apparently deviceMotion.gravity has a x, y, and z values. If you don't specify which you want you get back x (which should be near 0).