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<h2>NAME</h2>
<em><b>r3.in.ascii</b></em>  - Convert a 3D ASCII raster text file into a (binary) 3D raster map layer
<h2>KEYWORDS</h2>
raster3d, voxel, import
<h2>SYNOPSIS</h2>
<b>r3.in.ascii</b><br>
<b>r3.in.ascii help</b><br>
<b>r3.in.ascii</b> <b>input</b>=<em>name</em> <b>output</b>=<em>name</em>  [<b>nv</b>=<em>string</em>]   [<b>type</b>=<em>string</em>]   [<b>precision</b>=<em>string</em>]   [<b>compression</b>=<em>string</em>]   [<b>tiledimension</b>=<em>XxYxZ</em>]   [--<b>overwrite</b>]  [--<b>verbose</b>]  [--<b>quiet</b>] 

<h3>Flags:</h3>
<DL>
<DT><b>--overwrite</b></DT>
<DD>Allow output files to overwrite existing files</DD>
<DT><b>--verbose</b></DT>
<DD>Verbose module output</DD>
<DT><b>--quiet</b></DT>
<DD>Quiet module output</DD>
</DL>

<h3>Parameters:</h3>
<DL>
<DT><b>input</b>=<em>name</em></DT>
<DD>Ascii raster map to be imported</DD>

<DT><b>output</b>=<em>name</em></DT>
<DD>Name for output raster3d map</DD>

<DT><b>nv</b>=<em>string</em></DT>
<DD>String representing NULL value data cell (use 'none' if no such value)</DD>
<DD>Default: <em>none</em></DD>

<DT><b>type</b>=<em>string</em></DT>
<DD>Data type used in the output file</DD>
<DD>Options: <em>default,double,float</em></DD>
<DD>Default: <em>default</em></DD>

<DT><b>precision</b>=<em>string</em></DT>
<DD>Precision used in the output file (default, max, or 0 to 52)</DD>
<DD>Default: <em>default</em></DD>

<DT><b>compression</b>=<em>string</em></DT>
<DD>The compression method used in the output file</DD>
<DD>Options: <em>default,rle,none</em></DD>
<DD>Default: <em>default</em></DD>

<DT><b>tiledimension</b>=<em>XxYxZ</em></DT>
<DD>The dimensions of the tiles used in the output file</DD>
<DD>Default: <em>default</em></DD>

</DL>
<H2>DESCRIPTION</H2>
Convert a 3D ASCII raster text file into a (binary) 3D raster map layer. 

<H3>Parameters:</H3>
<DL>
<DT><B>type</B>
<DD>Data type used in the output file
<DD>Options: default, double, float

<DT><B>precision</B>
<DD>Precision used in the output file
<DD>Options: default, max, 0-52

<DT><B>compression</B>
<DD>Note that the <EM>none</EM> 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.
<DD>Options: default, rle, none

<DT><B>tiledimension</B>
<DD>The dimension of the tiles used in the output file.  The format is: XxYxZ

<DT><B>nv</B>
<DD>Specifies which value to convert to NULL-value.  If the specified value is 
<em>none</em>, no conversion is performed.  Default is <em>none</em>.

<DT><B>input</B>
<DD>Path and name of ASCII file to be imported

<DT><B>output</B>
<DD>Name of the G3D output map
</DL>

<H2>NOTES</H2>
The format for the ASCII file:
<PRE>
north: <EM>floating point</EM>
south: <EM>floating point</EM>
east: <EM>floating point</EM>
west: <EM>floating point</EM>
top: <EM>floating point</EM>
bottom: <EM>floating point</EM>
rows: <EM>integer</EM>
cols: <EM>integer</EM>
levels: <EM>integer</EM>
</PRE>
This header is followed by the cell values in <EM>floating point</EM> format 
organized in rows with constant <EM>col</EM> and <EM>level</EM> coordinate.
The rows are organized by constant <EM>level</EM> coordinate. Individual cell
values are separated by <EM>space</EM> or <EM>CR</EM>.
<P>
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.

<H2>EXAMPLES</H2>

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 <em>r.in.ascii</em>'s format, which places the SW corner
at the beginning of the last row of data.

<div class="code"><pre>
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
</pre></div>

<P>

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

<div class="code"><pre>
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
</pre></div>


<H2>AUTHORS</H2>
Roman Waupotitsch, Michael Shapiro, 
Helena Mitasova, Bill Brown, Lubos Mitas, Jaro Hofierka

<H2>SEE ALSO</H2>
<EM>
<A HREF="r.in.ascii.html">r.in.ascii</A>,
<A HREF="r3.out.ascii.html">r3.out.ascii</A>,
<A HREF="v.to.rast3.html">v.to.rast3</A>
</EM>

<p>
<i>Last changed: $Date: 2006-10-16 14:20:14 +0200 (Mon, 16 Oct 2006) $</i>
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