05-12-2011 12:07 PM - edited 05-12-2011 12:26 PM
flash.events.AccelerometerEvent. provides rotation around all three axis's... Rotation around the X axis is pitch (measured by changes in AccelerationX). Rotation around the Y axis is roll (measured by changes in AccelerationY) and rotation around the Z axis is yaw (measured by changes in AccelerationZ). No API's yet for the gyroscope (which would be useful in order to bring the rotations back to a zero point).
That isn't correct. AccelerationX gives acceleration along the x-axis, measured in G's. Not rotation. And the same for the other axes. If you rotate a PlayBook that is flat on a table you can't detect the rotation with the accelerometer. If you pick up the same PlayBook you will see a change in AccelerationZ when you pick it up. I wrote an app that displays the raw Accelerometer data and I can see that.
05-12-2011 02:16 PM
05-12-2011 05:31 PM
I just did the same with my PlayBook and will confirm that you're correct here. You can retrieve some useful data, however I do not believe it would be enough to make an augmented reality style app, or something of that nature.
My app that gives raw accelerometer data also simulates a bullseye bubble level. I don't know if that qualifies for an augmented reality style app but it acts like the real thing to me.