Sim12 Batch Guide

From Nuclear Physics Group Documentation Pages
Jump to navigationJump to search

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 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.

/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