Difference between revisions of "Sim12 Batch Guide"

From Nuclear Physics Group Documentation Pages
Jump to navigationJump to search
Line 78: Line 78:
 
kaon0S
 
kaon0S
 
</pre>
 
</pre>
 
==Setting the stage:==
 
 
Open new view (of [x] size)
 
<pre>/vis/open OGLIX x</pre>
 
 
Draw xml file loaded by Sim12
 
<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:===
 
 
Select a material to work with. (Without the back ticks)
 
<pre>/hdds/vis/matName 'material you want'</pre>
 
 
Set it's color and transparency. (r(ed) g(reen) b(lue) a(lpha), values between 0 and 1.)
 
<pre>/hdds/vis/setColor r g b a</pre>
 
 
Set the display type of an object. (0 -invisible 1 -wireframe 2 -surface)
 
<pre>/hdds/vis/setStyle x</pre>
 
 
Update the viewer with your changes. (This will not refresh the viewer.)
 
<pre>/hdds/vis/updateVis</pre>
 
 
 
==View Manipulation:==
 
 
Zoom (by a factor [x])
 
<pre>/vis/viewer/zoom x</pre>
 
 
Rotate to (In theta [x] and phi [y])
 
<pre>/vis/viewer/set/viewpointThetaPhi x y</pre>
 
 
Pan by... (Pan by [x] and [y])
 
<pre>/vis/viewer/pan x y</pre>
 
 
Pan to... (Pan to [x] and [y])
 
<pre>/vis/viewer/panTo x y</pre>
 
 
Refresh View
 
<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>
 
 
Reset View (theta, phi, x, y all equal to 0)
 
<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 18:02, 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