function orientationListener(e) {
    var q = computeQuaternion(e.alpha, e.beta, e.gamma).toEulerAngles();
    if (typeof(orientation) == 'number' && orientation < 10) {
        // This kludge is necessary because iOS sometimes provides a few stale
        // device orientation events when the listener is removed and then
        // readded. Thus, we skip the first 10 events to prevent this from
        // causing problems.
        orientation += 1;
    } else if (orientation === 10) {
        // Record starting yaw to prevent jumping
        orientationYawOffset = q[2] / Math.PI * 180 + config.yaw;
        orientation = true;
        requestAnimationFrame(animate);
    } else {
        config.pitch = q[0] / Math.PI * 180;
        config.roll = -q[1] / Math.PI * 180;
        config.yaw = -q[2] / Math.PI * 180 + orientationYawOffset;
    }
}
function orientationListener(e) {
    var q = computeQuaternion(e.alpha, e.beta, e.gamma).toEulerAngles();
    if (typeof(orientation) == 'number' && orientation < 10) {
        
        
        
        
        orientation += 1;
    } else if (orientation === 10) {
        
        orientationYawOffset = q[2] / Math.PI * 180 + config.yaw;
        orientation = true;
        requestAnimationFrame(animate);
    } else {
        config.pitch = q[0] / Math.PI * 180;
        config.roll = -q[1] / Math.PI * 180;
        config.yaw = -q[2] / Math.PI * 180 + orientationYawOffset;
    }
}
function orientationListener ( e ) { var q = computeQuaternion ( e . alpha , e . beta , e . gamma ) . toEulerAngles ( ) ; if ( typeof ( orientation ) == 'number' && orientation < 10 ) { // This kludge is necessary because iOS sometimes provides a few stale // device orientation events when the listener is removed and then // readded. Thus, we skip the first 10 events to prevent this from // causing problems. orientation += 1 ; } else if ( orientation === 10 ) { // Record starting yaw to prevent jumping orientationYawOffset = q [ 2 ] / Math . PI * 180 + config . yaw ; orientation = true ; requestAnimationFrame ( animate ) ; } else { config . pitch = q [ 0 ] / Math . PI * 180 ; config . roll = - q [ 1 ] / Math . PI * 180 ; config . yaw = - q [ 2 ] / Math . PI * 180 + orientationYawOffset ; } }
Event handler for device orientation API. Controls pointing.
@private
@param {DeviceOrientationEvent} event - Device orientation event.
Event handler for device orientation API . Controls pointing .