Spawn object on real world coordinates (Mapbox + Unity) - unity3d

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.

Related

Using World Files (jgw, pgw) in 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.

How to get X and Y indexes of the current tile in Mapbox GL JS?

I'm using Mapbox GL JS to display a map using my own tile-server (which just serves openmaptiles pbf files in a Z/X/Y directory structure).
The loading of tiles is done automatically, based on the current center coordinates.
I want to pre-load the surrounding tiles for an offline solution.
I know how to get the current zoom-level with map.getZoom()
How can I get the X and Y indexes of the current tile URL ?
I suggest framing the problem in terms of geographic coordinates:
You can get the viewport geographic coordinates from Map#getBounds)
You can convert geographic coordinates to tile coordinates with some light math
Also, if you need to do some calculations in bash scripts, you can use mercantile library or CLI utility to transform lon/lan coordinates to tiles, find parent or children tiles and get some other information. Another advanced tool is supermercado.

Create custom map in Leaflet with coordinates

I have a historical city map that I want to display using Leaflet.
I like to set the coordinates of this image to reflect the real world, e.g so I can click on the image and get the real coordinates.
I guess I can just make it an overlay to a real map, but there must be a better solution just define at what coordinates of the corners of the image.
For this image, the approx real world coordinates is NW: 60.34343, 18.43360, SE: 60.33761, 18.44819
My code, so far, is here:
http://stage1876.xn--regrund-80a.se/example3.html
Any ideas how to proceed? It feels like it there should be an easy way to do this?
Any help would be so appreciated!
EDIT: The implementation (so far) with tiles are optional. I could go for a one image-map as well.

Finding real world coordinate(3D) from 2D coordinates

I have x, y coordinates of a feature from a single photograph. I know camera parameters. How can i get the 3D coordinate of that feature (in matlab). please help me.
Give a look to this: http://www.cim.mcgill.ca/~langer/558/4-cameramodel.pdf
Systems like this that I've seen before requires that you know where the camera is (latitude and longitude), in which direction (azimuth and elevation) the camera is pointing, together with the field of view. Then you project this onto the geodata of the environment and from there you can do all kinds of things, like finding the 3D position of an object based on its location in the photograph.

Put a Cinema 4D model and Texture into an iPhone App

Im an iPhone developer and i'm trying to get a 3D model that I create in Cinema 4D into an app im making. I have actually found a way to get the model in (by exporting it as a .dae or obj and using a python script) which works really well however I can't get the textures to come with it. My script actually can only handle 1 texture as well.
Basically I need to ether create and export a UV map in c4d (but I have no idea how to do this) or I figure out a way to read multiple textures into my Open Gl - ES app with a script or PowerVR. (this is probably better)
Sorry for the noob questions but im very new at the 3D world.
Cheers
I would recommend that you use Blender. Export your Cinema-4D model for Blender and use Blender to create UVMaps.
You need to make seams and unwrap the model. After that save a targa template for your texture, apply your texture on that targa. Save it as png or jpg. Apply that texture image to your model in Blender. Now you can export Wavefront OBJ file.
Use OpenGLOBJLoader class to render your model in iPhone.
And one more thing: you should invert (subtract from 1) texture coordinates on y axis in order to get your texture rendered properly.
For example, if you have texture coordinates like this:
vt 0.800008 0.400000
vt 0.800008 0.150000
...
make sure that you have them inverted like this:
vt 0.800008 0.600000
vt 0.800008 0.850000
...