The easiest way to convert orientation data to a 3D transform is basically to use the alpha, gamma, and beta values as rotateZ, rotateX and rotateY values.
It is important to keep in mind, however, that the Device Orientation coordinate system is different from the CSS coordinate system. Namely, the former is right-handed and its Y axis is positive upwards, while the latter is a left-handed coordinate system whose Y axis is positive to the bottom. Furthermore, the Device Orientation angle rotations should always be done in a Z - X' - Y'' order that does not match the order of some CSS Transforms. These are some of the practical consequences of these differences:
Here's a simple code snippet to sum it up:
js
const elem = document.getElementById("view3d"); window.addEventListener("deviceorientation", (e) => { elem.style.transform = `rotateZ(${-e.alpha}deg) rotateX(${-e.beta}deg) rotateY(${ e.gamma }deg)`; });
Should you ever need to convert a rotate3d axis-angle to orientation Euler angles, you can use the following algorithm:
js
// convert a rotate3d axis-angle to deviceorientation angles function orient(aa) { const x = aa.x, y = aa.y, z = aa.z, a = aa.a, c = Math.cos(aa.a), s = Math.sin(aa.a), t = 1 - c, // axis-angle to rotation matrix rm00 = c + x * x * t, rm10 = z * s + y * x * t, rm20 = -y * s + z * x * t, rm01 = -z * s + x * y * t, rm11 = c + y * y * t, rm21 = x * s + z * y * t, rm02 = y * s + x * z * t, rm12 = -x * s + y * z * t, rm22 = c + z * z * t, TO_DEG = 180 / Math.PI, ea = [], n = Math.hypot(rm22, rm20); // rotation matrix to Euler angles ea[1] = Math.atan2(-rm21, n); if (n > 0.001) { ea[0] = Math.atan2(rm01, rm11); ea[2] = Math.atan2(rm20, rm22); } else { ea[0] = 0; ea[2] = (rm21 > 0 ? 1 : -1) * Math.atan2(-rm10, rm00); } return { alpha: -ea[0] * TO_DEG - 180, beta: -ea[1] * TO_DEG, gamma: ea[2] * TO_DEG, }; }
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    https://developer.mozilla.org/en-US/docs/Web/API/Device_orientation_events/Using_device_orientation_with_3D_transforms