Using World Files (jgw, pgw) in Leaflet - leaflet

I have a list of image files along with their corresponding world files in jgw, pgw format etc. how can I use the world files to get the real world coordinates of these images so I can generate them on my world map on leaflet?
I have looked into the leaflet plug-ins but can’t determine which ones could help with world file conversion.

Related

How can I generate mbtiles with a smaller extent with openmaptiles?

I'm using OpenMapTiles to download OSM data and create a mbtiles with mapbox vector tiles. This all works great, except I'm targeting an embedded platform.
At zoom level 14 with the default extent of 4096, a single tile can be over 1MB and cover an entire city. Not only is that a huge file to process for an embedded platform, it also means you're potentially sifting through every house in an entire city. I went as far as writing a streaming protobuf parser, but it takes 10 minutes to just parse such a file.
How can I generate mapbox vector tiles with a smaller extent?
I found there appears to be a parameter for it, but can't figure out where it actually gets used to generate tiles and how to modify it: https://github.com/openmaptiles/openmaptiles-tools/blob/4cc6e88dfdef83de69bd49845e0f23908d9edecc/openmaptiles/sqltomvt.py#L25
I'm not married to openmaptiles, but it's what I'm currently using to download and process openstreetmap data.
in case others need it, use https://github.com/mapbox/tilelive and specify maxzoom you want
bin/tilelive-copy --minzoom=0 --maxzoom=10 ~/Apps/tileserver/tiles/osm-2017-07-03-v3.6.1-planet.mbtiles ~/Apps/tileserver/tiles/small-osm-2017-07-03-v3.6.1-planet.mbtiles

Spawn object on real world coordinates (Mapbox + Unity)

I would like to spawn object in Unity map at the point of real world coordinates provided by Mapbox. I would like some advice where to start.
You can also upload your data to Mapbox, and specify it as data source in the AbstractMap.cs script.

Slimmer OSM maps with less data

I am bringing up a tile server with renderd/Mapnik/postgresql. Everything works fine, the problem is that I have no option to restrict my map to a specific region - I need the whole world to be available. On the other hand, I really do not need all the data that the map has (roads, ski slopes, terrain, etc). The planet OSM file is too large, and it takes days to import it to Postgresql.
Is there an option to prepare or to get from somewhere a slimmer OSM map file that will contain only borders and cities?

How to convert `mapbox.mapbox-terrain-v2` tiles to heightmap tiles?

Mapbox provides a kindle of map tiles--mapbox.mapbox-terrain-v2 which is stored in pbf format and saved in mvt suffix. The height data is represented by contour (line).
I want to generate terrain with satellite texture and this height data in Unity3D. How could I convert this pbf data to a height map(a pixel for a height value)?
There is an example
https://api.mapbox.com/v4/mapbox.mapbox-terrain-v2/12/1171/1566.jpg?access_token=pk.eyJ1Ijoib2xlb3RpZ2VyIiwiYSI6ImZ2cllZQ3cifQ.2yDE9wUcfO_BLiinccfOKg
And the mvt file
https://api.mapbox.com/v4/mapbox.mapbox-terrain-v2/12/1171/1566.mvt?access_token=pk.eyJ1Ijoib2xlb3RpZ2VyIiwiYSI6ImZ2cllZQ3cifQ.2yDE9wUcfO_BLiinccfOKg
And the document of Mapbox:
https://www.mapbox.com/vector-tiles/mapbox-terrain/
https://www.mapbox.com/vector-tiles/specification/
MapBox have buid a Unity3d package: MapBox-Unity-SDK
SDK here : https://www.mapbox.com/unity/
Just click download.
This is an asset you can open in Unity directly.
Launch Unity3d, goto Menu>Assets>ImportPackage>CustomPackage
and select your downloaded file.
It will unpack some files and the folders, you will find into some exemples scene files to help you.
The current vector terrain layer isn't designed to be turned into a heightmap: we've processed terrain into elevation contours and lines, so turning those back into raw data would be difficult (much like doing the opposite: we do a lot of processing because it would also be difficult to transfer raw data and derive visual data).
A new and improved vector terrain model that supports your usecase is on the way, but we've also introduced RGB terrain, which was actually designed specifically to address cases like Unity - decoding the RGB-encoded elevation tiles tends to be much simpler in software.

Leaflet + geojson datas

I'm working on a project using Leaflet. For this project I've created an interface to draw all the roofs of a large city as polygons. A lot of scripts calculate the surfaces, the addresses, the orientation and so on... I'll store each roof's datas in a geojson file (or files). We expect to get about 10 000 roofs or more. I don't know if Leaflet displays only visibles polygons depending window's boundaries or if all the polygons are drawn, and my problem is to find the better way to do this storage.
In one geojson file. It may be a problem because the 10 000 roofs are computed in the same time and waiting for polygons loading may be very boring for users.
In separated geojson files: for each roof I can approximatively calculate the coordinates of its center and put this roof in the right geojson file depending the lat/lng. By this way I can create (say 20 or 50) differents geojson files and call the right one depending boundaries. Then the question is: to create all the polygons, is it better to call the 6 (or 8 or 10) geojson usefull files for the area on screen, or is it better to create a new dynamic geojson file?
All the roof's datas are stored in a database or in a XML file and I have to detect boundaries and automatically create a dynamic geojson file. But each time user scroll or darg or zoom the map I'm supposed to recreate this unique geojson file...
Do you ever have a similar problem to solve and how do you solve it ? Thx.
I think the second scenario is the most robust, you need tiled GeoJSON tiles. Have a look at Leaflet Plugins. There is one called TileLayer.GeoJSON. Some links on how to create these tiles are on OpenStreetMap wiki.