Difference between revisions of "Sim12 Batch Guide"
Line 103: | Line 103: | ||
<pre>/hdds/vis/setStyle x</pre> | <pre>/hdds/vis/setStyle x</pre> | ||
− | Update the viewer with your changes. | + | Update the viewer with your changes. (This will not refresh the viewer.) |
<pre>/hdds/vis/updateVis</pre> | <pre>/hdds/vis/updateVis</pre> | ||
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<pre>/vis/viewer/zoom x</pre> | <pre>/vis/viewer/zoom x</pre> | ||
− | Rotate (In theta [x] and phi [y]) | + | Rotate to (In theta [x] and phi [y]) |
<pre>/vis/viewer/set/viewpointThetaPhi x y</pre> | <pre>/vis/viewer/set/viewpointThetaPhi x y</pre> | ||
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<pre>/vis/viewer/refresh</pre> | <pre>/vis/viewer/refresh</pre> | ||
− | + | Refresh the viewer, and flush data. (ie, you can no longer update a material specified with matName) | |
<pre>/vis/viewer/flush</pre> | <pre>/vis/viewer/flush</pre> | ||
Revision as of 18:01, 23 October 2007
Sim 12 Batch Mode Command Guide
This is a repository of common commands.
Quick Overview
Common Commands:
#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 #Manipulate materials /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 #Manipulate viewpoint /vis/viewer/zoom x #by a factor of x /vis/viewer/set/viewpointThetaPhi x y #rotate TO theta x and phi y /vis/viewer/pan x y #pan by /vis/viewer/panTo x y #pan to /vis/viewer/reset #reset to x=0 y=0 theta=0 phi=0 #Manipulate beam /gun/particle x #set the beam to fire particle name x, see list below /gun/direction x y z # x, y, z != 0, set momentum direction /gun/energy x y #set kinetic energy x y, where y is the units (eV keV MeV GeV TeV PeV J) /run/beamOn x #simulate x events ***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.
Particle List:
proton anti_proton neutron anti_neutron e- e+ nu_e anti_nu_e nu_mu anti_nu_mu mu+ mu- pi+ pi- pi0 gamma opticalphoton eta eta_prime geantino chargedgeantino kaon+ kaon- kaon0 anti_kaon0 kaon0L kaon0S
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. (This will not refresh the viewer.)
/hdds/vis/updateVis
View Manipulation:
Zoom (by a factor [x])
/vis/viewer/zoom x
Rotate to (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
Refresh the viewer, and flush data. (ie, you can no longer update a material specified with matName)
/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