Difference between revisions of "Sim12 Batch Guide"
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This is a repository of common commands. | This is a repository of common commands. | ||
+ | |||
+ | ==Quick Overview== | ||
+ | |||
+ | Set up enviroment: | ||
+ | <pre> | ||
+ | /control/verbose x #x = 0,1,2 | ||
+ | /control/saveHistory #save command history in G4History.macro | ||
+ | |||
+ | /vis/open OGLIX x #x = window size, 400 is good | ||
+ | /vis/drawVolume #draw xml document loaded by sim12 | ||
+ | /vis/scene/add/hits #show where particles hit | ||
+ | /vis/scene/add/trajectories #show where particles go | ||
+ | /vis/scene/endOfEventAction accumulate #save event data to display for the user | ||
+ | |||
+ | /hdds/vis/matName x #ready material x display settings to be manipulated | ||
+ | /hdds/vis/setColor r g b a #percent r(ed) g(reen) b(lue) a(lpha), values between 0 and 1. | ||
+ | /hdds/vis/setStyle x #0 -invisible 1 -wireframe 2 -surface | ||
+ | /hdds/vis/updateVis #update changes to material to viewer | ||
+ | /vis/viewer/flush #refreshes viewer, closing open variables. ie, ends working with material x. | ||
+ | /vis/scene/notifyHandlers #update, flush, refresh, prepare to gather data | ||
+ | |||
+ | ***recommended*** | ||
+ | /run/verbose 2 | ||
+ | /event/verbose 0 | ||
+ | /tracking/verbose 1 | ||
+ | #These will display info regarding the beam, track of each particle, and interactions in the terminal. | ||
+ | </pre> | ||
==Setting the stage:== | ==Setting the stage:== | ||
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Draw xml file loaded by Sim12 | Draw xml file loaded by Sim12 | ||
<pre>/vis/view/drawVolume</pre> | <pre>/vis/view/drawVolume</pre> | ||
+ | |||
+ | Tell Sim12 to be verbose: (0, 1, 2, 2 being the most vervose) | ||
+ | <pre>/control/verbose x</pre> | ||
+ | |||
+ | |||
===Manipulate the display of some material:=== | ===Manipulate the display of some material:=== | ||
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Refresh View | Refresh View | ||
<pre>/vis/viewer/refresh</pre> | <pre>/vis/viewer/refresh</pre> | ||
+ | |||
+ | Update the viewer, refresh the viewer, and flush data. (ie, matName is no longer what you were using.) | ||
+ | <pre>/vis/viewer/flush</pre> | ||
Reset View (theta, phi, x, y all equal to 0) | Reset View (theta, phi, x, y all equal to 0) | ||
<pre>/vis/viewer/reset</pre> | <pre>/vis/viewer/reset</pre> | ||
+ | |||
+ | |||
+ | ==Fire Ze Beam!== | ||
+ | |||
+ | Prepare to gather data: (flushes and prepares tracking system for beam run) | ||
+ | <pre>/vis/scene/notifyHandlers</pre> |
Revision as of 16:48, 23 October 2007
Sim 12 Batch Mode Command Guide
This is a repository of common commands.
Quick Overview
Set up enviroment:
/control/verbose x #x = 0,1,2 /control/saveHistory #save command history in G4History.macro /vis/open OGLIX x #x = window size, 400 is good /vis/drawVolume #draw xml document loaded by sim12 /vis/scene/add/hits #show where particles hit /vis/scene/add/trajectories #show where particles go /vis/scene/endOfEventAction accumulate #save event data to display for the user /hdds/vis/matName x #ready material x display settings to be manipulated /hdds/vis/setColor r g b a #percent r(ed) g(reen) b(lue) a(lpha), values between 0 and 1. /hdds/vis/setStyle x #0 -invisible 1 -wireframe 2 -surface /hdds/vis/updateVis #update changes to material to viewer /vis/viewer/flush #refreshes viewer, closing open variables. ie, ends working with material x. /vis/scene/notifyHandlers #update, flush, refresh, prepare to gather data ***recommended*** /run/verbose 2 /event/verbose 0 /tracking/verbose 1 #These will display info regarding the beam, track of each particle, and interactions in the terminal.
Setting the stage:
Open new view (of [x] size)
/vis/open OGLIX x
Draw xml file loaded by Sim12
/vis/view/drawVolume
Tell Sim12 to be verbose: (0, 1, 2, 2 being the most vervose)
/control/verbose x
Manipulate the display of some material:
Select a material to work with. (Without the back ticks)
/hdds/vis/matName 'material you want'
Set it's color and transparency. (r(ed) g(reen) b(lue) a(lpha), values between 0 and 1.)
/hdds/vis/setColor r g b a
Set the display type of an object. (0 -invisible 1 -wireframe 2 -surface)
/hdds/vis/setStyle x
Update the viewer with your changes.
/hdds/vis/updateVis
View Manipulation:
Zoom (by a factor [x])
/vis/viewer/zoom x
Rotate (In theta [x] and phi [y])
/vis/viewer/set/viewpointThetaPhi x y
Pan by... (Pan by [x] and [y])
/vis/viewer/pan x y
Pan to... (Pan to [x] and [y])
/vis/viewer/panTo x y
Refresh View
/vis/viewer/refresh
Update the viewer, refresh the viewer, and flush data. (ie, matName is no longer what you were using.)
/vis/viewer/flush
Reset View (theta, phi, x, y all equal to 0)
/vis/viewer/reset
Fire Ze Beam!
Prepare to gather data: (flushes and prepares tracking system for beam run)
/vis/scene/notifyHandlers