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   Convert a 3D ASCII raster text file into a (binary) 3D raster map
   layer.

  Parameters:

   type
          Data type used in the output file
          Options: default, double, float

   precision
          Precision used in the output file
          Options: default, max, 0-52

   compression
          Note that the none option only specifies that neither LZW nor
          RLE is used for compression. It does not turn off the
          compression all together. G3D does not support non-compressed
          files.
          Options: default, rle, none

   tiledimension
          The dimension of the tiles used in the output file. The format
          is: XxYxZ

   nv
          Specifies which value to convert to NULL-value. If the specified
          value is none, no conversion is performed. Default is none.

   input
          Path and name of ASCII file to be imported

   output
          Name of the G3D output map

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   The format for the ASCII file:
north: floating point
south: floating point
east: floating point
west: floating point
top: floating point
bottom: floating point
rows: integer
cols: integer
levels: integer

   This header is followed by the cell values in floating point format
   organized in rows with constant col and level coordinate. The rows are
   organized by constant level coordinate. Individual cell values are
   separated by space or CR.

   NOTE: Currently, after the file has been imported, the stored values
   are compared with the original data. This feature is used to find bugs
   in the library at an early stage and will be turned off as soon as
   confidence has built up.

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   4x3x2 sample. Note lower-left (SW) corner of the bottom level comes
   first! This array format, where EW is preserved but NS is flipped, is
   sometimes known as "ij" coordinates. This is opposite to r.in.ascii's
   format, which places the SW corner at the beginning of the last row of
   data.

north: 3.0
south: 0.0
east: 4.0
west: 0.0
top: 2.0
bottom: 0.0
rows: 3
cols: 4
levels: 2
x1,y1,z1  x2,y1,z1  x3,y1,z1  x4,y1,z1
x1,y2,z1  x2,y2,z1  x3,y2,z1  x4,y2,z1
x1,y3,z1  x2,y3,z1  x3,y3,z1  x4,y3,z1
x1,y1,z2  x2,y1,z2  x3,y1,z2  x4,y1,z2
x1,y2,z2  x2,y2,z2  x3,y2,z2  x4,y2,z2
x1,y3,z2  x2,y3,z2  x3,y3,z2  x4,y3,z2

   Sample ASCII voxel map with one layer and several rows and columns
   (Spearfish area):

north: 4925010.000000
south: 4924890.000000
east: 596760.000000
west: 596610.000000
top: 1.000000
bottom: 0.000000
rows: 4
cols: 5
levels: 1
1204.74 1204.48 1204.19 1203.81 1203.39
1203.89 1203.67 1203.34 1202.98 1202.43
1203.05 1202.80 1202.51 1202.11 1201.48
1202.10 1201.92 1201.62 1201.27 1200.68

ÐÐТÐРЫ

   Roman Waupotitsch, Michael Shapiro, Helena Mitasova, Bill Brown, Lubos
   Mitas, Jaro Hofierka

СÐ. ТÐÐÐÐ

   [1]r.in.ascii, [2]r3.out.ascii, [3]v.to.rast3

   Last changed: $Date: 2006-10-16 07:20:14 -0500 (Ðн, 16 Ð¾ÐºÑ 2006) $

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References

   1. file://localhost/root/tmp/2/fin/r.in.ascii.html
   2. file://localhost/root/tmp/2/fin/r3.out.ascii.html
   3. file://localhost/root/tmp/2/fin/v.to.rast3.html