How to upload an OSG-model to Google Earth? - google-earth

I am programming with OpenSceneGraph (OSG) and I want to put my created OSG-model into Google Earth.
I did research, but I could only find that Sketchup can directly upload its model to Google Earth, but couldn't find anything about uploading an OSG-mode.
Does anybody know how I can achieve this?

You can try exporting your model to COLLADA (DAE) which Google Earth can import.
OSG needs to be built with the COLLADA-DOM library in order to have the COLLADA .DAE loader/saver, and the COLLADA-DOM library is non-trivial to get working.

Related

How to import gltf 3d models in Flutter?

Does anyone know a good way of importing gltf 3d models in Flutter?
I tried using:
model_viewer,
flutter_cube,
babylonjs_viewer
but wasn't able to load a gltf file with any of them.
The lightly documented three_dart_jsm repository has a class "GLTFLoader" that is able to load gltf/glb files.
For viewing the gltf, I would recommend three_dart by the same author.
Model_viexer_plus does import a gltf model and displays it, i returned the gltf file using a route from my backend, and used that route as entry into ModelViewer url and it worked perfectly.

How do I open a `.pb` file? Ideally, how to import it into Meta Quest 2?

I'm using Matterport's free scanning software for Android and it spits out 2 files called 2b7cb66c-4c9e-408d-88c5-90b8c0322c13_sweep_features.pb and 2b7cb66c-4c9e-408d-88c5-90b8c0322c13_sweep_cloud.pb (the important thing is that they're of the forms [nums]_sweep_features.pb and [nums]_sweep_cloud.pb).
:^)
How can I open .pb files?
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My ultimate goal: the room in VR
I need to know how to open the file so I can walk around the rooms I scan in my Meta Quest 2 VR Headset. Ideally, I'd get it working in Unity, but UnrealEngine would be fine too. The most important thing is that I get the numerical and/or color information about the scanned room. Besides sweep_cloud.pb, there is also a file called sweep_features.pb.
Maybe .pb is a Tensorflow format? I say that because most of the .pb files I have found through Google for are Protocol Buffers, many of which store Neural Network (Tensorflow) files, and "feature" is jargon in Neural Networks and Machine Learning more generally!
Another guess would be something like a .obj file, a numpy (.npy) file or other point cloud format that probably has some color information in it!
Thanks!

When area learning in Project Tango SDK's examples are running, where is the learning data stored?

I have using Phap 2 pro for my graduation project.
The project theme is 3D object recognition using Google Tango.
So, I run the area learning in Project Tango SDK's example!
I need the area learning data!
However, I can't find it.
Where is the learning data stored?
Area description picker image
I can't find where ADF is stored from Google's document.
I think there is no specific path to ADF.
But we can export ADF to any path by using areaDescription.ExportToFile(string filePath)
How to use :
AreaDescription m_areaDescription = AreaDescription.ForUUID(string UUID);
m_areaDescription.ExportToFile(Application.persistentDataPath);
reference
UUID is an unique ID allocated to each ADF. In your picture, small size string like "7ad2e08e-..." is the UUID.
ADF is a binary file. So you can't use this outside a Tango application. If you want a captured mesh data, maybe ExperimentalMeshBuilderWithColor scene can be helpful.
good luck!
I personally never managed to get into Area Description Files, but looking at your question here are two facts that came to my mind:
The A of ADF is for Area... so I am not sure that the learnt data can help to recognize objects (except maybe for some key points)
PTC (Vuforia) recently came out with 3D objects recognition in their SDK (if you haven't checked it out already, their demo is pretty cool)

Is there any way to import solidworks files into unity as assets?

I'm attempting to program a simple chess game using the unity game engine. However, I can't work out how to import the assets that I've created in Solidworks into Unity.
Is it possible to do?
SolidWorks files tend to describe parametric geometry, such as NURBs, but most game engines prefer to work with raw polygons.
Unity has direct support for the following model formats: FBX, OBJ, DAE, 3DS.
SolidWorks can export to STL format, which other programs should be able to convert to OBJ, DAE, and/or FBX. Recommending a specific tool is beyond the scope of Stack Overflow, but I know that such tools exist. I recommend searching terms such as "stl to obj conversion".
These sorts of headaches are fairly common with 3D assets, since so many programs use customized file formats.
Also with 3DS studio max, you can directly open Solidwork files and then export as them as .fbx (you need to have Solidworks installed in the same machine as 3DS Max).
about SolidWorks (SLDPRT, SLDASM) Files:
http://help.autodesk.com/cloudhelp/2015/ENU/3DSMax/files/GUID-861F1B25-0F1B-4E79-A660-821F4CD2175B.htm
Other free tool for converting 3D files: (can save as .obj, which unity reads)
MeshLab
http://meshlab.sourceforge.net/
*Update for 2018:
Unity has partnered with this CAD importer company, and its available to purchase from: https://unity3d.com/pixyz
They support pretty much all the available CAD formats, including SolidWorks
full importer list at https://www.pixyz-software.com/plugin/
Just for reference, since Solidworks 2019 it is not necessary to use any AddIn/3rd Party Plugin. It is supported out of the box: https://help.solidworks.com/2019/english/whatsnew/t_export_using_extended_reality.htm
the "XR exporter" in SOLIDWORKS will allow you to export the model with some additional content (animation, appearances, metadata) to the GLTF / GLB fileformat and using the GLTF importer for unity (should be free) you're done.

Creating walkthrough dynamically in unity3d

I want to using the Unity3d framework for a project in which I have create a walkthrough. But the client want it to be dynamic.
We would be getting the final fbx file from 3DMax which when added to a particular folder a walkthrough should be created automatically. I went through the help files on Unity3D site but did not find any documentation as to how use the Unity3D framework programmatically.
Can anyone please let me know how can it be done? Even if link is provided for the resource it would help us.
Unity 3D has a built in way to load models at runtime, but this should be done using a Resources folder (Resources.Load()) or using a Asset Bundles (AssetBundle.Load()) as described here: http://docs.unity3d.com/Documentation/Manual/LoadingResourcesatRuntime.html
These two methods are performed inside the Unity editor and your need is load any arbitrary 3D model file at runtime, for this case you will need a plugin. The only one that I know is ObjReader.