Load Digital Map on Android - android

I have to do an application on the Android platform which should load a digital map on the phone. The digital map is a .vsd file and it represents the map of a building. What I need for the moment is when I touch the phone screen inside a room I want to modify the border color of this room (I want to select it in a visual way).
Thanks

Afaik there is no Java library to read/parse/display a MS Visio file (.vsd).
So there is no way to do this, except if you decide to write your own parser and renderer for .vsd files.

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OSMdroid custom offline xyzTiles?

Suppose you made a map in QGIS then used the tool "Generate XYZ Tiles" to create a directory or MBTiles file of XYZ Map Tiles. Is it possible to display that on an Android phone using OSMdroid?
If it isn't, is there another way?
Not sure about osmdroid, but it looks it's possible. For sure you can use tiles in OSMAnd (in a bit weird way, I have to admit, as overlay). OruxMaps supports tiles as well. You can check MOBAC (https://sourceforge.net/projects/mobac/) for possible outputs / programs which accepts the tiles.
For mbtiles with mobac, please see: https://gis.stackexchange.com/questions/294022/open-a-local-mbtiles-map-in-mobile-atlas-creator-mobac

How to hide a sub-mesh from SFB file in ArCore Android

I'm rendering a SFB file which I generated from an FBX file using ArCore's sceneform in Android.
Now, I want to hide a part of this 3D model at runtime programmatically. How can I achieve this in Android?
So far, I didn't find any way till ArCore v1.9 to hide a part of SFB file.
So, I'm using two model files (fbx/obj) and then at first, I rendered generated two SFB files in a separate Nodes and then added these two Node objects into a single Node. This is working seamless.

Download and injecting unity scene in runtime

It's possible that we start an android project in which it's necessary after recognising an image by camera to visualise a content generated in unity.
The easy part would be to use webGL to display it, but there is the problem of devices that do not support it directly. My question is if from android (and later iOs). It's possible to download a content of unity, load and visualise it in runtime?.
Is possible that I had to direct all the effort to generate that content in a .jar and then use something like dependency injection to load it?
I have already a unity scene in an activity but of course in project definition not in run time.
Any help or guidance would be welcome.
Unity builds levels into the final runtime executable, so adding a downloaded 'scene' directly is not possible. The best way around this is to create a 'generator' scene which can accept input from a downloaded text file, such as JSON, and use that to render the level.
However, this method does assume that all the possible objects that can be rendered are in your game as prefabs. If you're wanting to pull images from the net to be loaded into textures, the WWW class might get you started down the right path:
https://docs.unity3d.com/ScriptReference/WWW.LoadImageIntoTexture.html

How to implement file explorer for Android without ListView

I'm going to develop my file explorer on Android.
On the most examples and tutorials it is done via ListView.
And my question is:
Is it possible to view files without ListView? May be there are more professional ways to do that.
My file explorer should be simple but fully functional. The features are scrolling, context menu, multi selection support...
Thank you very much.
You can do it any way you want without using ListView:
You can set up a grid layout and have tiles of icons representing directories and files
You can make it look like Linux terminal and print everything with simple text
You can make a 3D environment like in hacker movies from early 90s and visualize your file system as a futuristic city
You can create a SurfaceView, or an ImageView and draw everything on it using Canvas
etc.

2D tile game map storage

I'm new to game programming, and am trying to write the Map storage portion of my 2D tile based game on android. At first, my plan was to store the maps in XML. I found a tool (http://www.mapeditor.org/) that stores the created maps in a format close to what I was thinking. However, it seems like Android is very limited when it comes to XML. I'm used to working with XML Beans which doesn't work on Android, though I admit XML Beans would probably be too resource heavy for mobile devices anyways. However, after searching around for XML parser options, it seems like even basic XML validation isn't even included by default with the Android SDK. It's starting to look like XML might not be the best answer.
Does anyone know of a good standard way to store map configuration besides XML? Or some strong XML tools available in Android that handle validation (against a defined schema), and preferably simple parsing? I would really like to avoid defining my own flat file text format for maps...
Check out AndEngine. If I remember correctly AndEngine already has the classes needed to load a map from an XML file for rendering.
As far as a standard way to store map configurations, I would say XML is the way to go. I mean you could create your own format, but why re-invent the wheel?
I parse XML in Android with javax.xml.parsers.DocumentBuilderFactory and various other XML parts. It hasn't failed me yet!
For example see: http://www.developerfusion.com/code/2064/a-simple-way-to-read-an-xml-file-in-java/

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