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Geant4/examples/advanced/ICRP110_HumanPhantoms/vis.mac

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Diff markup

Differences between /examples/advanced/ICRP110_HumanPhantoms/vis.mac (Version 11.3.0) and /examples/advanced/ICRP110_HumanPhantoms/vis.mac (Version 10.7.p4)


  1 # Echo UI commands                             <<   1 # Use this open statement to create an OpenGL view:
  2 /control/verbose 2                             << 
  3 #                                              << 
  4 /phantom/setPhantomSection full                << 
  5 # Note: It's only feasible to view the "full"  << 
  6 # specialMeshRendering is set below. If not, w << 
  7 #/phantom/setPhantomSection head               << 
  8 #                                              << 
  9 /run/initialize                                     2 /run/initialize
                                                   >>   3 #/vis/open OGLSX
                                                   >>   4 /vis/open OGL 600x600-0+0
 10 #                                                   5 #
 11 # Open a viewer                                <<   6 # Use this open statement to create a .prim file suitable for
 12 /vis/open                                      <<   7 # viewing in DAWN:
 13 # This opens the default viewer - see examples <<   8 #/vis/open DAWNFILE
 14 # more comprehensive overview of options. Also <<   9 #
                                                   >>  10 # Use this open statement to create a .heprep file suitable for
                                                   >>  11 # viewing in HepRApp:
                                                   >>  12 #/vis/open HepRepFile
                                                   >>  13 #
                                                   >>  14 # Use this open statement to create a .wrl file suitable for
                                                   >>  15 # viewing in a VRML viewer:
                                                   >>  16 #/vis/open VRML2FILE
 15 #                                                  17 #
 16 # Disable auto refresh and quieten vis message     18 # Disable auto refresh and quieten vis messages whilst scene and
 17 # trajectories are established:                    19 # trajectories are established:
 18 /vis/viewer/set/autoRefresh false                  20 /vis/viewer/set/autoRefresh false
 19 /vis/verbose errors                                21 /vis/verbose errors
 20 #                                                  22 #
 21 # Define background colour (comment out for bl     23 # Define background colour (comment out for black as default)
 22 #/vis/viewer/set/background white                  24 #/vis/viewer/set/background white
 23 #                                                  25 #
 24 # Draw phantom                                 <<  26 # Draw geometry:
 25 /vis/viewer/set/specialMeshRendering           <<  27 /vis/drawVolume worlds
 26 /vis/drawVolume                                << 
 27 #                                              << 
 28 # Alternatively comment out                    << 
 29 # /vis/viewer/set/specialMeshRendering         << 
 30 # /vis/drawVolume                              << 
 31 # and replace by                               << 
 32 # Temporarily switch culling off so even a "tr << 
 33 #   is drawn                                   << 
 34 #/vis/viewer/set/culling global false          << 
 35 # phantomContainer is transparent - but define << 
 36 #/vis/drawVolume phantomContainer ! 0          << 
 37 #/vis/viewer/set/culling global true           << 
 38 # Add vis user action                          << 
 39 #/vis/scene/add/userAction                     << 
 40 #                                                  28 #
 41 # Specify view angle:                              29 # Specify view angle:
 42 /vis/viewer/set/viewpointThetaPhi 85 -75 deg       30 /vis/viewer/set/viewpointThetaPhi 85 -75 deg
 43 #/vis/viewer/set/lightsMove with-camera            31 #/vis/viewer/set/lightsMove with-camera
 44 #                                                  32 #
                                                   >>  33 # Set Voxels number to be visualised
                                                   >>  34 /vis/ogl/set/displayListLimit 4000000
                                                   >>  35 
 45 # Specify zoom value:                              36 # Specify zoom value:
 46 #/vis/viewer/zoom 2.                               37 #/vis/viewer/zoom 2.
 47 #                                                  38 #
 48 # Specify style (surface or wireframe, etc.):  <<  39 # Specify style (surface or wireframe):
 49 #/vis/viewer/set/style wireframe                   40 #/vis/viewer/set/style wireframe
 50 /vis/viewer/set/rotationStyle freeRotation     << 
 51 /vis/viewer/set/hiddenMarker true              << 
 52 #                                                  41 #
 53 # Draw coordinate axes:                            42 # Draw coordinate axes:
 54 /vis/scene/add/axes                            <<  43 #/vis/scene/add/axes 0 0 0 1 m
 55 #                                                  44 #
 56 # Draw trajectories at end of event, showing t <<  45 # Draw smooth trajectories at end of event, showing trajectory points
 57 # as markers 2 pixels wide:                        46 # as markers 2 pixels wide:
 58 /vis/scene/add/trajectories                    <<  47 /vis/scene/add/trajectories smooth
 59 /vis/modeling/trajectories/create/drawByCharge     48 /vis/modeling/trajectories/create/drawByCharge
 60 /vis/modeling/trajectories/drawByCharge-0/defa     49 /vis/modeling/trajectories/drawByCharge-0/default/setDrawStepPts true
 61 /vis/modeling/trajectories/drawByCharge-0/defa     50 /vis/modeling/trajectories/drawByCharge-0/default/setStepPtsSize 2
 62 # (if too many tracks cause core dump => /trac     51 # (if too many tracks cause core dump => /tracking/storeTrajectory 0)
 63 #                                                  52 #
 64 # Draw hits at end of event:                       53 # Draw hits at end of event:
 65 #/vis/scene/add/hits                               54 #/vis/scene/add/hits
 66 #                                                  55 #
 67 # To draw only gammas:                             56 # To draw only gammas:
 68 #/vis/filtering/trajectories/create/particleFi     57 #/vis/filtering/trajectories/create/particleFilter
 69 #/vis/filtering/trajectories/particleFilter-0/     58 #/vis/filtering/trajectories/particleFilter-0/add gamma
 70 #                                                  59 #
 71 # To invert the above, drawing all particles e     60 # To invert the above, drawing all particles except gammas,
 72 # keep the above two lines but also add:           61 # keep the above two lines but also add:
 73 #/vis/filtering/trajectories/particleFilter-0/     62 #/vis/filtering/trajectories/particleFilter-0/invert true
 74 #                                                  63 #
 75 # Many other options are available with /vis/m     64 # Many other options are available with /vis/modeling and /vis/filtering.
 76 # For example, to select colour by particle ID     65 # For example, to select colour by particle ID:
 77 #/vis/modeling/trajectories/create/drawByParti     66 #/vis/modeling/trajectories/create/drawByParticleID
 78 #/vis/modeling/trajectories/drawByParticleID-0     67 #/vis/modeling/trajectories/drawByParticleID-0/set e- blue
 79 #                                                  68 #
 80 # To superimpose all of the events from a give     69 # To superimpose all of the events from a given run:
 81 /vis/scene/endOfEventAction accumulate             70 /vis/scene/endOfEventAction accumulate
 82 #                                                  71 #
 83 # Re-establish auto refreshing and verbosity:      72 # Re-establish auto refreshing and verbosity:
 84 /vis/viewer/set/autoRefresh true                   73 /vis/viewer/set/autoRefresh true
 85 /vis/verbose warnings                              74 /vis/verbose warnings
 86 #                                                  75 #
 87 # For file-based drivers, use this to create a     76 # For file-based drivers, use this to create an empty detector view:
 88 #/vis/viewer/flush                                 77 #/vis/viewer/flush
 89 #                                              <<  78 #Define the primary particles
 90 # Define the primary particles                 << 
 91 /control/execute primary.mac                       79 /control/execute primary.mac
 92 #                                              <<  80 
 93 # Try "/vis/viewer/interpolate g4views 1000 0" <<  81 
 94 #   plane through the phantom.                 << 
 95 # (See examples/extended/visualization/movies  << 
 96 #   files for interpolation.)                  <<